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A Warhammer Fantasy Roleplay Scenario

The Empire at War


A New Finale to the Enemy Within Campaign

By
Alfred Nuñez Jr., Paul Adler,
Timothy Eccles, and John Foody
The Empire at War
A New Finale to the Enemy Within Campaign

By
Alfred Nuñez Jr., Paul Adler,
Timothy Eccles, and John Foody

Additional Background by:


Joe Coltman, Roderic d'Arcon, Simon Dennett, Clive Oldfield, Anthony Ragan, and Luke Twigger

Edited by: Paul Adler and Annette Avila Nuñez

Maps by: Alfred Nuñez Jr. and Ryan Wileman

Altdorf Map:
Copyrighted by Games Workshop (used without permission)
Modified by Alfred Nuñez Jr., Arne Dam, and Roderic d'Arcon

Artists: Christian Holm, Jesper Laursen

Clipart: Woodcuts courtesy of www.godecookery.com

Playtesters:
Finland: Kai Harinen (GM), Markus Kortelainen, Esa Launis, Vesa Ojalehto, Sami Peltonen, and
Timo Tarvainen

United States: Erik A. Walraven (GM), Gerald Malloy, Amber Walraven, and Cheryl Walraven

Layout: Annette Avila Nuñez

Obligatory Copyright Statement


Empire at War (EaW) is intended to be a completely unofficial conclusion to the WFRP Enemy Within campaign
by Games Workshop (GW). All relevant trademarks and copyrights are used without permission and in no way
meant to challenge ownership to them by GW. EaW fully recognises said copyright and trademark ownership.
Where possible, EaW conforms to the 'official' nature of the Warhammer World, and does so with the full
acknowledgement of the intellectual ownership and legal copyright ownership of that material.
INTRODUCTION 1
THE BEGINNING OF THE END 1
GM NOTES 3
OVERVIEW OF THE SCENARIO 3
Return of the Knights Panther 3
Enter the Wolf's Den 3
Into the Maelstrom 3
War! 3
TEW TIME LINE 3
THE MACHINATIONS OF THE PURPLE HAND 6
ON THE ROAD TO WAR 7
IMPORTANT EVENTS 9
The Eimar Concord 9
The Bösel Massacre 9
ADVENTURE 9
STARTING THE ADVENTURE 9
THE STARTING POINT 9
RETURN OF THE KNIGHTS PANTHER 12
TRAVELLING 12
SMOKE ON THE WATER 13
It Takes a Thief 15
Hang 'em High 17
On the Waterfront 17
Howls in the Distance 18
ANOTHER BRICK IN THE WALL 19
Talagraad 19
The Captain 20
The Missing Heir 21
The Hangman's Inn 23
The Set-up 24
The Wait 26
The Bald Badger 27
OVER THE HILLS AND THROUGH THE WOODS 28
Hitching a Ride 28
Looking for a Few Good Men 29
At the Gates 30
THROWN TO THE WOLVES 31
A Night at the Bear's Bait 31
To The Well 32
SIDEBAR: THE SONS OF ULRIC 33
ENTER THE WOLF'S DEN 34
WHAT TO DO? 34
AT THE SIGN OF THE GOLD NUGGET 35
ON THE HUNT 36
Tracking Large Prey 40
SIDEBAR: HELMUT TODBRINGER 42
Meeting of the Minds 42
SIDEBAR: NEW ULRICAN SPELL 46
Murder in the Night 46
The Gathering 47
A Change in Plans 51
Ambush! 53
Knives in the Dark 54
ONWARD TO MIDDENHEIM 55
At the Sword and Axe 56
Secret Meetings 57
INTO THE MAELSTROM 59
THE PURPLE HAND 59
OF ALTDORF 59
ON THE ROAD TO ALTDORF 60
Something New 62
Night Moves 63
Get Back 64
The Banner of the Red Crown 66
Memories 67
ALTORF CALLING 67
When Things Go Boom! 68
Streets of Altdorf 73
Purple Haze 74
The Blackpowder Plot 76
There's No Place Like Home 78
SIDEBAR: THE SPEED OF NEWS AND RUMOURS 79
EVENTS IN ALTDORF 79
ONE WAY OR ANOTHER 82
It Takes a Thief 82
Magic Carpet Ride 84
Lost kin? 84
Word of the Wise 85
What's Going On? 85
SIDEBAR: THE MAGNÆRANS AND THE 12 HEXENSTAG 87
Other Lines of Inquiry 88
DEATH OF A GRAND THEOGONIST 88
A Brother in Arms 88
SIDEBAR: WHO IS BROTHER KARL? 88
An Agitator for All Seasons 89
Death of an Engineer 90
Five Easy Pieces 92
SIDEBAR: ANATOMY OF A MURDER 93
BREAKDOWN OF ORDER 94
What the Dead Tell 94
Someone is Watching 95
Damaged, but not Broken 96
Brother Marcus Returns 97
Looking for Herr Heinz 98
Requiem for a Martyr 98
Murderers Found 100
Burning Down the House 103
Unwanted Attention 104
A New Kid in Town 105
Interview with a Court Lector 106
Things Lurking in the Dark 108
Imperial Coup d'État 111
SIDEBAR: THE SCARLET MEMBER 112
House Call 112
Mind Games 113
This Masquerade 114
Breaking the Code 115
Late Night Visit 118
Abduction 119
Another Murder or Two 124
Crush the Wolf Worshippers 127
Desperate Acts 128
Escape from Altdorf 135
WAR! 138
RESTORATION 138
Arrival of the Emperor 139
In through the Out Door 140
Imprisoned! 142
Triumphant Return 143
SIDEBAR: OF MICE AND MEN 145
Resting at the Imperial 145
PURPLE RAIN IN ALTDORF 145
Into the Void 145
Passing Time in Altdorf 146
First Strike 148
Seeking Information 150
The Return of Doktor Fassbinder 151
A Time to Kill 152
Had Enough 155
Altdorf Burning 156
LAST MAN STANDING 162
A Call to Duty 162
A Short Errand 163
Death in the Drak Wald 164
Escort Duty 165
Return to Altdorf 169
On the Talabec 170
Consequences of War 173
SIDE BAR: WAR IN THE EMPIRE - A SUMMARY 174
Abandoned Ship 175
Captain, There Be Pirates! 176
On the Run 177
Horse Trading 179
Into the Warzone 181
A House Divided 186
The Road to Peace 187
Back to the Talabec 187
Alone in the Woods 189
The Final Enemy Within 191
EPILOGUE 195
EXPERIENCE POINTS 197
AFTERMATH 200
KARL-HEINZ WASMEIER 201
THE CULT OF THE PURPLE HAND 201
CULT OF THE RED CROWN 201
CULT OF THE SCARLET MEMBER 201
SONS OF ULRIC 202
CHRISTA FELDMANN 202
PRIVATE WARS 202
COUNT HELMUT FEUERBACH 202
GRAND DUCHESS ELISE KRIEGLITZ-UNTERMENSCH 203
MARIUS LEITDORF 203
COUNT ALDEBRAND LUDENHOF AND HOCHLAND 204
GRAND COUNTESS EMMANUELLE VON LIEBEWITZ 204
GRAND THEOGONIST VOLKMAR 204
Introduction
The Beginning of the End
“The Empire at War” is designed to replace Whatever adventure is used, the thing to keep
the old GW publication “The Empire in in mind is that it need not be directly related
Flames” as the finale of “The Enemy Within” to TEW campaign. There is a view that holds
campaign. Why bother rewriting the finale the whole idea behind SRiK was that powers
given that second edition WFRP will be set in Middenheim needed a place to send the
nearly ten years after most of the events in the PCs to be rid of them. The hope was the PCs
original WFRP campaign? The answer is would be unlikely to survive the rigours of
two-fold. First, a significant amount of the Kislev and, with their deaths, the secrets
Warhammer background has changed since exposed in the PBtT would be extinguished
the early 1990s when EiF was released, with the newly inducted Knights Panther
rendering much of the events in that (incidentally, each PC should wear a
publication obsolete. Second, there is a need medallion which identifies them as members
among us old folk to have a more plausible of the Knights Panther). That the PCs
transition from the “old” background to the (mostly) survived will impress certain
“new.” influential and powerful people in
Middenheim. Perhaps the PCs could be put to
Some may wonder why we didn’t just take the use to further the interests of Middenheim, if
outline of the proposed “Empire in Chaos” not the Empire?
manuscript that James Wallis so graciously
made available to many rabid fans and use it
as a basis for a more finished adventure.
Simply put, that outline belongs to Herr
Wallis and is not ours to do what we can with
it. Moreover, there are certain aspects of the
plotline of that draft which we do not believe
is consistent with all that has gone before.
That said, it is our intent to use some of the
subplots he added to “The Power Behind the
Throne” supplement.

The “Empire at War” (“EaW”) adventure


assumes that the players have spent most of
the year (2513 I.C.) completing the task set
before them in “Something Rotten in
Kislev.” We know there are those who are
not particularly keen on that series of
scenarios as written (including some of the
writers for this project), so it may come as a
pleasant surprise that Simon Dennett is
working on a piece for Warpstone which will
provide some modifications to that
supplement. In addition, some might want to
modify Tim Eccles’ “A Pass Too Farside” to
use in place of SRiK. In any event, the PCs
need to be removed from the Empire for the
year between PbtT and EaW.
Empire at War
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A lone figure sits at a desk in a darken room scribing a message. A door
opens and another person enters the room.

“You summoned me, m’lord?”

“Indeed. I have a message for you to deliver to our associate in Altdorf.


Wait after you’ve delivered it for a return response. See to the delivery
yourself.”

“Yes, m’lord.”

“And take an armed guard with you this time. The Altdorf-Middenheim
Road is getting increasing dangerous and I do not want anything to
delay you. Take Konrad and Fritz with you.”

“Very good, m’lord. On another topic, Natassia Hess has been


dispatched to meet with the peasants in Talagraad.”

“Excellent.”

“If I may speak freely, m’lord, I do not think that these transients should
be entrusted to carry out any task that you are planning for them. I
believe that their elevation to the Knights Panther by the Graf was a
mistake. They have forgotten their place.”

“That may well be, my friend, but by all accounting they have proven
resourceful. More importantly, they are expendable.”

“Yes, m’lord. Can we trust them to carry out the mission successfully?”

“I certainly hope so, for their sake and ours. The information we have
obtained on the Purple Hand should prove helpful assuming the
individuals in question can successfully complete the first mission we
have set for them.”

“Can we count on the accuracy of the information?”

“I believe we can. The vermin we captured were rather resistant to talk,


but Malfrek has a way of loosening tongues that is second to none. The
Master Interrogator knows his craft exceptionally well. Here’s the
encrypted message for you to deliver. Make haste as our associate needs
to be forewarned.”

Empire at War
2
GM Notes
EaW is conceived as the final part of the TEW intended to provide one more test of the PCs’
campaign and assumes most who will play this meddle, particularly in as much as they must
scenario have played the earlier volumes in find a creative way to uncover and disrupt the
sequential order. Sons of Ulric’s deadly schemes.

With some minor adjustments, EaW can be Into the Maelstrom


used with players who have either begun with The PCs are (unofficially) brought into Baron
PBtT or had their characters from earlier Heinrich Todbringer’s service before being
editions replaced during their time in dispatched to perform the delicate task of
Middenheim. In this situation, the GM could uncovering and smashing the Purple Hand’s
assume information about the PCs has reached machinations in the heart of the Empire. This
the Purple Hand in Altdorf from a number of mission takes the PCs into Altdorf. There they
ranking members who were forced to flee must navigate a complex situation in the
Middenheim in the aftermath of the Wasmeier Imperial capital to destroy the machinations of
affair. the Purple Hand. Missteps here could
compromise their patrons and result in the PCs’
EaW is designed to cover several different arrest and execution.
types of situations, ranging from intrigue in an
urban environment to tracking down enemies War!
of the Empire in rural situations, and all points Wrapping up loose ends in Altdorf, the PCs are
in-between. Players will be expected to extend pressed into service to bring the opposing sides
their characters’ ability to deal with a wide together before the Empire is fractured beyond
range of circumstances and events if they are to repair. Opposing the PCs are the remnants of
successfully complete the various missions put Purple Hand as well as extreme faction of the
before them. cult of Ulric. Moreover, the PCs’ have their
own enemy with whom they must contend.
Finally, there is one last, unexpected foe that
Overview of the Scenario must be defeated before peace can come to the
The finale to TEW is broken down into the Empire.
following segments:

Return of the Knights Panther TEW Time Line


The PCs are summoned home. Various The following timeline provides background
encounters along the route from Kislev to information critical to understanding events
Middenland will give the PCs a taste of the that have occurred in the Empire before the
state of the Empire during their yearlong PCs’ return from Kislev. Some of these may
absence. They will also come to realise that have come to the PCs’ attention in the earlier
fame has not yet been accorded to them. Still, instalments of the Enemy Within campaign.
the PCs must be properly prepared for the tasks Other events may reach the PCs by way of
ahead. rumour. If used as a rumour, GMs should free
feel to exaggerate or omit bits of information
Enter the Wolf’s Den as they see fit.
The PCs find their assignment as Knights
Panther changed to perform a dangerous task:
eliminating the threat posed by the fanatical
and deadly Sons of Ulric. The task is also
Empire at War
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TEW TIMELINE
Year Season Events
2512 Spring !" Crown Prince Hergard von Tasseninck of Ostland leaves for Altdorf.
!" Crown Prince Hergard von Tasseninck journeys into the Grey Mountains.
!" Emperor Karl-Franz issues the 'mutant edict'.
!" Crown Prince Hergard von Tasseninck is reported killed in the Grey
Mountains.
!" Grand Prince Hals von Tasseninck blames the Talabecland Grand Duke
for his son's death.
!" A Talabecland cavalry troop is ambushed on the Ostland border
!" Azhag leads a big horde of orcs and goblins from the mountains into
Ostermark, razing the town of Kohlizt.
!" Middenland towns suffer from riots as Sigmarites rebel against
persecutions from Ulrican templars
!" Crown Prince Wolfgang Holswig-Abenauer - likely heir to the Imperial
throne - now lives in virtual isolation at Castle Reiksguard; whether the
isolation is voluntary remains unknown and much debated.
Summer !" Bands of greenskins still pillage east of Bechafen.
!" Mysterious collapse of Castle Wittgenstein
Fall !" Grand Theogonist Yorri XV goes to Middenheim and is attacked by Sons
of Ulric on the way home.
!" The Sigmarite cult has a high level conference in Altdorf to address the
growing discord with Ulricans. The conference agrees on the Eimar
Concord Draft, which is to be sent to Ar-Ulric in Middenheim.
!" Meanwhile, the carnival in Middenheim is marred by conflict and
rumours of devious schemes at the court. In the following weeks,
however, Graf Boris seems to tighten his grip on the city-state.
!" Ulrican leaders and scholars gather at the temple in Middenheim to
debate the Eimar Concord Draft. The conference drags on, as the
delegates fail to agree on the theological minutiae.
!" Southern Middenland plagued by bands of mutant raiders flying banners
with a red crown.
2513 Spring !" In the Middenland village of Bösel, mutants, villagers, and Imperial
soldiers kill each other in turn. Stories of the Bösel massacre spread
across the Empire
!" The Ulrican conference fails to reconvene as delegates refuse to come
because of the 'Sigmarite massacre of the Ulricans of Bösel.
!" Bands of greenskins move from Ostermark into the east of Ostland,
looting the countryside.

Empire at War
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TEW TIMELINE
Year Season Events
2513 Spring !" An Ostland detachment is ambushed and severely decimated near the
Talabecland border. The Ostland Grand Prince blames Talabecland for
the aggression and mobilizes three companies along the border.
!" The Ostland Grand Prince sends envoys to Altdorf, Nuln and Stirland
asking for support against the Talabecland aggression. Baron Stefan
Todbringer, heir to Middenheim, dies in his sleep after a long illness.
Summer !" Graf Boris refuse to reissue the Edict of Succession, thus leaving it
unclear as to whom he plans to eventually name as heir.
!" The greenskin bands gather in eastern Ostland under Azhag's leadership
and are routed by two Ostland companies under Count von Raukov's
command.
!" Graf Haupt-Anderssen of Stirland accepts an alliance with Ostland in
case of a Talabecland invasion. Altdorf and Nuln both ignore the Ostland
request for assistance.
!" Following dissent in the Sigmarite hierarchy after the Bösel Massacre,
Grand Theogonist Yorri XV calls for a new Sigmarite clergy meeting in
Altdorf in order to bring the Eimar Concord back on track. After a series
of mysterious misunderstandings, the meeting is postponed for the
spring.
!" The Talabecland village Rönndorf is pillaged by Ostlanders. Grand Duke
Gustav blames the Ostland Grand Prince who in turn claims it is the
work of Ulrican bandits. The Talabecland Grand Duke is mobilizing
additional troops along the border and sends messengers to Talabheim,
Hochland, and Ostermark asking for support.
!" The Hochland Baroness Tussen-Hochen makes an attempt to mediate in
the provincial conflict, but is undermined by her own vassal Count
Ludenhof who is responding to a “request” by Grand Duke von Kreiglitz
to pledge support to Talabecland and mobilizes his army near Hergig.
Fall !" In Middenheim, Graf Boris tells the Ostland and Talabecland diplomats
at his court that the time is not for internal bickering when a greater
enemy is on the rise. His young relative, Helmut Todbringer, who claims
to be the rightful heir to Boris' throne, speaks publicly in favour of
supporting the Ulrican brothers of Talabecland.
!" After a handful of minor incidents along the border, the Ostland and
Talabecland companies are disbanded for the winter.
!" The Nordland Baron Nikse publicly announces an alliance with
Talabecland, pledging support in case of Ostland aggressions. His liege-
lord Graf Boris is furious and demands the Baron's presence in
Middenheim. Baron Nikse remains in the Nordland capital, claiming that
travel is unsafe before spring.
!" The Wissenland Count Pfreifraucher pledges support to Ostland in spite
of his liege-lady the Countess of Nuln's neutrality.

Empire at War
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The Machinations of the Purple Hand through the wreckage left behind by the battle
The Cult of the Purple Hand’s malignant plot, between the PCs and Wasmeier. These
called Operation Zeal, is coming to its subversives were taken deep into the fastness of
conclusion. As we first learned in the Mistaken the Fauschlag for interrogation; many were
Identity (contained in the Hogshead version of never heard from again.
Shadows over Bögenhafen) and Death on the
In spite of setbacks such as this, a handful of key
Reik adventures, the cult has spent years
cells have successfully worked on Operation
infiltrating upper echelons in the Cults of Sigmar
Zeal. Purple Hand members have infiltrated the
and Ulric as well as other circles of power. The
Ulrican clergies of Carroburg and Talabheim as
Purple Hand has used these positions to rekindle
well as the Talabec court. They have used every
the ancient rivalry between the two cults by
opportunity to spread the idea of Sigmarian
calling attention to the Sigmarian Heresy
Heresy and any other thing that would fuel the
(Shadows over Bögenhafen, page 40), hoping
fire of Ulrican hatred for Sigmarites. One
for a brutal civil war that would bring the
ranking cult member, Baron von Kutenholz,
ancient empire of Sigmar to its knees. Such
has infiltrated the Sons of Ulric – a secret
strife and mayhem is the ultimate goal of the
brotherhood of Ulrican radicals whose hatred of
cultists’ master Tzeentch, Lord of Chaos and
Sigmarites is matched only by their
Changer of the Ways. The Purple Hand cultists
unscrupulous lust for power. As the PCs will
are confident they shall be his chosen leaders
soon learn, the effects are now clear - Western
once this new order of change and chaos has
Middenland has suffered numerous violent
come about. And, as shall soon be revealed, a
incidents with religious overtones, while the
civil war is indeed now a clear and present
religious turmoil has turned the old border
danger to The Empire.
dispute between Ostland and Talabecland from
Getting so close to this ultimate goal, however, bad to worse.
has been extremely difficult for the Purple Hand,
Most critically, however, the cell in Altdorf has
since it has faced not only spies and agents of
also been very active over the last couple years.
the ruling classes, but also some serious
Blessed with the good will of Tzeentch, the cult
challenges of its own making. For one, the
thrived as some of the Emperor’s very closest
obsession with secrecy and anonymity implies
advisers and confidants were removed in a series
that communication between the cells scattered
of scandals, leaving the Imperial court and
all over The Empire and beyond is scarce and
ministries wide open for infiltration at the
sometimes severely lacking. Furthermore, many
highest level. Thus, the Cult of Sigmar’s very
local leaders are driven by personal agendas and
influential Court Lector and Imperial Confessor
ambitions as much as by the goals laid out by
Hasselstein retired following some undisclosed
the leaders in Nuln. As a result, the different
scandal at court during the Great Fog Riots of
cells operate rather independently of one
2510. Eager to restabilise the situation, Grand
another, and have - on several occasions - ended
Theogonist Yorri XV promoted the elderly and
up obstructing each other’s plans.
reliable priest Lothar von Metternich as
Thus, Operation Zeal was seriously threatened replacement for Hasselstein. Yet, because of
two years ago when the Cult’s leader in Lothar’s high age, the young and very promising
Middenheim, Law Lord Karl-Heinz Wasmeier, priest Dieter Kucinich was appointed as his
pursued a nefarious scheme of his own; an principal aide. Kucinich was not only a
attempt to replace the Graf of Middenheim with theological and political talent; he was also a
a Doppelganger under Wasmeier’s control (as Purple Hand cultist. With his appointment the
described in Power Behind the Throne). Due to Purple Hand cultists had come as close to the
intervention by our resourceful PCs Wasmeier’s Emperor as they had ever been.
plot failed. Many Purple Hand cultists were
But this was not the end of the fortunes Tzeentch
uncovered as Schwarzmantel agents combed
bestowed upon the Purple Hand. Last year, the
Empire at War
6
Imperial Chancellor Mornan Tybalt fell out of some time and care to convert the Crown Prince
favour at the Imperial court and was replaced to the Cause.
with his First Secretary Johann Heinz
Lieberung. Johann is the estranged cousin of All three agents will have their role to play as
the late Kastor Lieberung and bears a strong the final phase of Operation Zeal is executed.
resemblance to the former Magister Unless the PCs manage to thwart their plans,
Impedimentae of the Purple Hand cell in Nuln – The Empire will be entering a world of chaos.
as well as a certain Player Character (whether
that character is still alive or not). Already a
member of the Purple Hand, Johann Heinz On the Road to War
dropped his last name when he entered the In the year that the PCs have been in Kislev
University of Altdorf in 2510 where he studied proving their worth, the situation in the Empire
law. Heinz’ quick mind and calm demeanour has gone from bad to worse. Raids across the
soon landed him a position in the Imperial Ostland-Talabecland border have grown into
Chancellery. As chance would have it, two of skirmishes and the occasional set battle with
Heinz’ superiors died from some mystery troops employed by the local barons. A number
ailment – with differing symptoms in each case of individuals have come to realise that this
– in succession, thus elevating the young lawyer proxy war between the two provinces could
to the position of First Secretary to the quickly deteriorate and destabilise the entire
Chancellor by the time the former Chancellor region.
himself was ousted. The Time of Changes
would soon be upon them all. The province of Hochland increased the patrols
along their eastern borders in an attempt to keep
Unbeknownst to other Purple Hand cells of the Ostland-Talabecland strife from spilling
Reikland, a second, smaller cell is active in the over. During the summer of 2513, Count
Altdorf area. Erwin von Mühlerberg joined Ludenhof pledged support for the Talabeclander
the Purple Hand after rioting prompted by the cause. In addition, Ludenhof is placing
opposition to the Window Tax was violently increasing pressure on Baroness Tussen-Hochen
suppressed. He was ordered to set up his own to abdicate her position as the liege of Hochland,
cell that should attempt to neutralise the Crown as well as give her daughter’s hand in marriage
Prince Wolfgang Holswig-Abenauer. A few to the ambitious Count. Rumours abound that
years later, von Mühlerberg was accepted into Grand Duke von Krieglitz is more than ready to
the unit assigned to guard the Crown Prince at recognise the change in Hochland’s power
Castle Reiksgard. As the years passed, von structure.
Mühlerberg was promoted several times until he
became Captain of Castle Reiksgard, just one Nordland had also gearing up its patrols, though
step below the Commander. its border with Ostland is largely uninhabited
forest. Some claim Baron Nikse is preparing to
As fate would have it, von Mühlerberg gained grab land that, he claims, was historically
some access to the Crown Prince himself. He Nordlander before Ostland overran during the
took the opportunity to befriend the heir of Karl- latter stages of the Dark Ages.
Franz, whom von Mühlerberg found
increasingly frustrated with his lot in life. While working towards averting war, the other
Crown Prince Holswig-Abenauer was as provinces are laying plans for mobilisation,
impatient as he was arrogant and insufferable. including far-off Wissenland. Mercenaries,
He could not wait for his opportunity to rule particularly those from foreign lands, are finding
over those who treated his spineless uncle as if ready employment in the northern Empire.
the Emperor was less a noble than the provincial Settlements along the routes to the northern
Electors. Von Mühlerberg knew he had a provinces suffer the depravity and violence for
potential recruit on his hands; it would just take which mercenaries are known.

Empire at War
7
Strife between the cults of Sigmar and Ulric has the tables on pages 293-297 in the WFRP
poisoned relations between provinces as their rulebook to reflect the economic conditions).
confrontation has even spread into parts of the Even the popular Greubentreich pale cheese is
southern Empire. If forced to choose sides, getting harder to find in Altdorf.
followers of Taal, Rhya, and Manann lean
towards those who follow Ulric whilst cults of If something doesn’t break soon, the threat of
Mórr, Verena and Shallya maintain neutrality. In famine may become reality in the Empire.
contrast, the cult of Myrmidia are rumoured to be
negotiating an agreement with the Sigmarites. In the midst of growing uncertainty, the
Emperor’s health continues to decline. A
Tension and fear are very palatable in the growing number of nobles believe it may be time
Imperial capital. Many representatives from the to declare Karl-Franz invalid and elect a new
provinces are packing their bags for flight to their Emperor before the dire situation becomes
homes whilst spies and gossipmongers abound. desperate. Others, like the Grand Theogonist,
Wild rumours and conspiracy theories are en believe appointing a regent might be the best
vogue during this time and the economy is solution until which time a more thorough
becoming depressed as many families are examination of the Emperor can be completed.
beginning to horde provisions against the coming
hardships. Moreover, supplies of foodstuffs and Amid all this confusion and foreboding, there are
other goods are becoming more scarce and rumours of bold attacks by mutants and other foul
expensive (GMs should double prices and lower beasts from the forests.
availability for all merchandise and provisions on
Sidebar: The Schwarzmäntel
Emperor Magnus the Pious’ brother, Grand Duke Gunthar von Bildhofen of Middenland, originally
founded the Middenheim-based Schwarzmäntel in 2350 I.C. Its original purpose was to ferret out and
discretely dispose of hidden cultists and other enemies of the Empire. The years later, it became
apparent that Gunthar von Bildhofen was positioning himself to succeed Magnus as Emperor. The
Electors feared that the Schwarzmäntel would give von Bildhofen an instrument to remove them should
they oppose him in any way. So, they convened a meeting where they requested Emperor Magnus’
involvement to remedy this potentially explosive issue. Negotiations dragged out for months and
occasionally became heated. The Imperial Edict of Sigmarzeit 2362 I.C. disbanded the Schwarzmäntel.
In 2410 I.C., Gravin Solveig Todbringer of Middenheim grew increasingly concerned that Emperor
Dieter IV did not appreciate the importance Middenheim played in the security of the northern Empire.
The surrounding forests providing hiding places for the fell creatures that escaped destruction a century
before. There were also signs that cult activity continued beyond the reach of the City Watch. With the
Emperor’s attention divided between his poorly planned campaign in the Border Princes and the
growing difficulties with Marienburg, Gravin Solveig created the position of Privy Councillor and
secretly resurrected the Schwarzmäntel organization under that post.
The current Privy Councillor is Baron Heinrich Todbringer, illegitimate son of Graf Boris Todbringer of
Middenheim. Foremost among those reporting to the Baron is the Master Interrogator, who is an expert
at eliciting information from the “guests” to his workshop deep in the Fauschlag. The workshop
contains every conceivable device of interrogation. “Guests” are kept in any of the thirty cells located
nearby for the duration of their “visit.”
Like any other covert organization, anyone employed in the Schwarzmäntel is required to maintain a
code of silence on any operation and their role within the organization. Failure to observe this silence is
considered a treasonable offence with death as the only acceptable punishment. Schwarzmäntel agents
who go “rogue” can count on their former compatriots hunting them down like the treacherous dogs
they’ve become.
Empire at War
8
Important Events obstructing an agreement, only to be accused
Though not directly involved with the actions of themselves of succumbing to hegemonic
the PCs at the start of the scenario, the following Sigmarite doctrine. In the end, the conference
has influenced the increasingly dangerous ended without a consensus of opinion, and
situation in the Empire. delegates made their way home before the
winter set in. It was agreed to reconvene on the
The Eimar Concord first day of Jahrdrung.
After the GT returned from his meeting with Ar-
Ulric [mentioned in (Hogshead’s version of However, following the Bösel Massacre, the
Power Behind the Throne, Carrion up the Ulrican leader in Talabheim Fræi-Ulric refused
Reik section, page X)] he presided over the to send delegates, and the conference was
Sigmarite conference in Altdorf, which resulted cancelled. Anti-Sigmarite sentiments spread
in the so-called Eimar Concord Draft. This is a like a fire through Ulrican areas.
proposal for joint Ulrican-Sigmarite statement
The Bösel Massacre
that specifies their mutual recognition and divine
During 2512, raids from mutant bands flying
status. It was subsequently sent to Ar-Ulric for
banners with a red crown plagued the southern
revision, and the plan was that both parties were
Middenland village of Bösel. In early 2513,
to meet in late Pflugzeit 2513 in the Verenan
under the leadership of a self-appointed Ulrican
Eimar monastery near Kutenholz in order to sign
witch hunter, Karl Kuten, the villagers captured
a final version of the Concord.
a band of mutants with the same symbols. At the
Two months later Ulrican leaders and scholars ensuing trial, the Imperial Coroner refused to
gathered at the temple in Middenheim to debate hear evidence against the mutants. Instead he
the Eimar Concord Draft. As winter charged Kuten with illegal use of arms and
approached, the conference dragged on and the violation of an Imperial edict protecting the
delegates failed to agree on theological minutiae. physically deformed. Immediately, the villagers
Furthermore, misinformation and a constant leak rioted. They killed the coroner and five Imperial
of confidential details poisoned the atmosphere. soldiers, then burned all the mutants, while three
After two weeks, delegates in favour of the soldiers managed to flee. Within a week, Bösel
concord accused others of deliberately was burned to the ground by a band of yet
unidentified Sigmarite templars

Adventure
Starting the Adventure
The Starting Point On a day when the sun rose and broke through
The PCs start this scenario waiting for word that persistent cloud cover for the first time in
will call them home. No matter the degree of months (24 Jahrdrung 2514), the PCs are roused
success (or failure) the PCs have experienced in by a loud knock at their door. A large and stoic
Kislev, they should be very eager to quit this Kislevite Knight of the White Wolf, Alexei
land. The graciousness of Tsar Radii Bokha in Starenko, stands before the PCs and notifies
ordering that winter quarters be prepared for the them “your presence is requested at the Barracks
loaned Knights Panther is countered by the of the Order of the White Wolf. You are to come
squalid conditions of the accommodations. Fuel at once with all your possessions.” The tone of
for heating was in short supply most of the the knight’s voice should make it clear that the
winter and only now should the PCs be request is a mere formality. Alexei will wait for
recovering from a myriad of illnesses that have the PCs to gather their stuff, though he will
plagued them throughout the cold months. make his displeasure known if they look like
they’re not hurrying.
Empire at War
9
Once the PCs are ready, Alexei leads them to the Suspicious PCs may quiz Ulf to ensure that he is
barracks of the White Wolf near the Temple of not leading them to a trap. Expecting such a
Ulric. The Kislevite salutes a guard and tells reaction, Ulf provides few answers as he is
him, “The Imperials are here as required. Open under obligation to be discreet. The
the door so they can enter.” Stifling a yawn, the Talabeclander will not be insulted if the PCs are
guard does as he is told and motions the PCs to slow to trust him. In fact, Ulf will chide them if
enter. Once they have done so, the guard closes they do not try to learn where his loyalties lie
the door behind them. before extending their trust.

Typical of most Kislevite buildings, the interior What Ulf can provide is that he has been in the
of the Barracks are poorly lit and its air thick service of Middenheim for the past decade,
with smoke. It takes a moment for the PCs’ eyes performing simple tasks which involve low risks.
to adjust to the sudden gloom. An example he will provide is this job bringing
the PCs to Talagraad. Ulf has to have some
“I hear that your exploits this past year have assurances that the PCs are not the paranoid sort,
brought you some measure of renown in this given to killing anyone for looking at them cross-
region,” states a man with a Talabeclander eyed, if he is to fulfill his assignment. Ulf will
accent. As the PCs take notice of the stoutly then point out that he and his sons (both of whom
built man in the far corner, he continues, “I have also work on the boat) are outnumbered by the
been charged with the task of taking you by boat PCs so their risk in accompanying him on his
to Talagraad. The trip should take about 20 days boat is nearly non-existent.
with the spring thaw, Taal willing, and I hope
you will tell me of your exploits. Allow me to In closing, Ulf points out the PCs trust in him is
introduce myself. My name is Ulf Weisschlag really not a factor. They are instructed to
and I have this summons for you.” Ulf then accompany him as time is wasting away while
hands one of the PCs (preferably a female, if one they dither over something so inconsequential. If
is present. Otherwise Ulf hands it to the one the PCs still need time, Ulf will inform them they
who looks like the most capable warrior) a have only an hour before he sails down the
sealed letter. PCs who look for such things will Urskoy to the Talabec and home. He tells them
notice that there is no impression of a signet ring his ship goes by the name of “Winter’s Chill” and
on the wax. is moored at the eastern end of the docks.

*****Handout #1*****

Knights Panther,
Reports of your exploits in Kislev have reached our ears and we are most interested
in hearing your side of the tales.
We have sent one of our most trusted servants, Ulf Weisschlag, to bring you safely to
Talagraad by river. The roads have become more dangerous in your absence and we
wish your journey to Middenheim to be as safe as possible.
When you arrive at Talagraad, you are to go to the Hangman’s Inn to the south side
of town. We have arranged for your accommodations there. In addition, another one
of our servants will meet you there to inform you of recent developments. Due to the
delicate nature of the information, our servant will contact you in a manner that is
deemed to be appropriate.
May Ulric and Taal protect you on your journey.
His Grace the Graf and Elector of Middenheim,
Boris Todbringer
Empire at War
10
If the PCs accompany Ulf, then they will depart PCs travelling with Ulf are likely to ask him
from Kislev immediately. Ulf’s twin sons, about the state of affairs in the Empire. The first
Oskar and Olaf, are 17 years old and quite able time such a question is asked, a sad expression
to help his father with his boat. Winter’s Chill is momentarily crosses the Talabeclander’s face.
a medium size river barge and the hold is full of As he plies his trade from Kislev to Vorgen, Ulf
barrels of vodka and bundles of fur destined for knows the following:
trade in Talagraad and Talabheim. Ulf makes his
living moving goods along the Rivers Talabec !" Tensions have increased along the
and Urskoy. Talabecland/Ostland border regions. What
were once raids by bandits across the
There is room in the hold for the PCs to bunk borders have now grown to include men-at-
and store their gear. Ulf does not expect the PCs arms and the militia of the local barons.
to help taking the boat downriver, but will accept
any help freely given. The boatman certainly !" Heated words and accusations have been
expects the PCs help to defend the boat from exchanged between the Grand Prince of
river pirates, bandits, or any other threats. If Ostland and the Grand Duke of Talabecland.
need be, Ulf will lay out these details for the !" Raids across the Stirland/Talabecland
PCs. borders have been said to be on the increase.

Should the PCs take too long to accept Ulf’s !" Some of the raids are apparently fuelled by a
offer or decide to go on their own, Ulf leaves poor calving season and low yield of winter
after the hour expires. The PCs are now stuck crops.
travelling by road, which will be longer, slower, !" Last fall, Talabecland and Nordland have
and much more dangerous. reached a pact of mutual aid in the event of
an attack by Ostland on either party.
The PCs may believe they could make better
time on their horses. The problem here is the !" Rumours are circulating that the Grand
PCs no longer have them. While they were Count of Stirland might enter into a similar
wintering in Kislev, the Tsar’s advisors decided pact with Ostland.
it would be proper for the state to take !" There are also rumours of an incident in
possession of the horses so as to somewhat Middenland in the fall, which caused a
offset the expense of housing the PCs. Of further breakdown between the cults of
course, there was no reason to concern the PCs Sigmar and Ulric. Ulf doesn’t know any
with this little detail at the time. more information about the incident in
question.
The road west from Kislev starts out on the
north bank of the River Urskoy, but crosses to !" Pressure is building for Hochland and
the southern bank at Opolensk where it remains Ostermark to muster troops in the case war
until it returns to the north bank at Zwolen. breaks out in the east, even though
From there, the road follows the north bank of Talabheim has not committed itself to any
the River Talabec through the southern reaches camp. Ulf expects this to change in the near
of Ostland to Wurzen. From this point future.
westward, there are no formal roads, just trails !" Gossip has it that Ostermark is likely to
on either side of the river that are used by locals ignore calls from Talabecland for aid on the
and bandits to get from one place to another. pretence of increased Orc raids in the
From Küsel the Talabec Road runs between the eastern marches.
north rim of the Eye of the Forest and the river
until it ends at Talagraad. GMs will have to !" An Ulrican group called the Cult of the
modify the following section as it assumes that Howling One has been operating in the
the PCs are smart enough to take up Ulf’s offer. southern portions of Ostland causing further
problems in the region.

Empire at War
11
!" There are additional rumours of other !" There are reports of mutants raiding villages
Ulrican groups operating in Middenland in and farmsteads in the Howling Hills and the
defiance of the Emperor’s ill-conceived edict Drak Wald Forest. One such group was
protecting dangerous mutants. killed with a force of the Sons of Ulric
tracked them down in their base camp.
!" There is no word that either the Graf of
Middenheim or the Ar-Ulric supports these !" Other mutants have been seen in the western
extremist Ulrican groups. portions of the Great Forest between Volgen
and Altdorf.

Return of the Knights Panther


In this section, the PCs return to Middenheim security in some form. Most simply, this means
consists of four stages and is detailed. The first travelling together in larger groups. Merchants
covers the PCs’ sailing down (or walking along) might be able to afford to hire guards. Travelling
the Rivers Urskoy and Talabec and a couple PCs can join a group, hire guards or be hired
encounters which should provide an insight into themselves – although they are probably passing
the deteriorating situation in the eastern Empire. in the direction opposite many of those on the
The second involves an important meeting in road, who will be fleeing the troubles. Whilst the
Talagraad with Natassia Hess, one of Heinrich’s civil war has not formally begun during this
most trusted operatives. The third part will particular part of the journey, GMs need to focus
cover the journey from Talabheim to Bergsburg on this aspect of the war already. The fact is that
with its inherent dangers. The fourth and final even before hostilities actually start more and
part places the PCs face to face with one of the more private wars will begin to escalate as the
Sons of Ulric. general political background becomes ever more
thunderous. As we know, the civil war is
propelled by a single act of murder, but the ill
Travelling will and self-interest that will feed this war is
Just as with any period of travelling within an already present and taking place to the extent that
adventure, attention needs to be paid to balancing various parties believe that they can "get away
the mundane nature of travel with keeping the with it".
players interested. Within and without a potential
civil war, the ordinary nature of the world will Attitudes towards the PCs will vary. They are
continue. PCs will meet a host of different well-armed and unknown outsiders. This will
characters upon the road, including merchants, make them very suspicious and likely to be
pilgrims, labourers, craftsmen, peddlers, robbers, avoided. After all, many undesirables will take
beggars and all manner of itinerants. Refugees advantage of the collapse in law and order to rob,
might also become a feature as civil war becomes rape and pillage. Few can look less trustworthy
ever more likely, whether economic migrants, than an adventurer! At the same time, small
fleeing religious persecution, having lost home groups of travellers might take anyone on trust
and living to raiders (legitimate soldiery or when they are stuck in the middle of nowhere
otherwise) or simply sensibly removing around their fire at night in the middle of a forest.
themselves to safer pastures. Whatever the realities of the human race (and
others), most people would welcome friends, as
The effects of a civil war will be felt amongst they are less dangerous than the dark and
these travellers since security will become a whatever hideous monsters are surely lurking just
bigger issue. Civil wars always lead to a break beyond the light of the fire. Equally, where PCs
down in law and order as those who should be include non-humans a GM might run a campaign
upholding justice are otherwise engaged. This where dwarfs or halflings in particular are
means those who can, will purchase more regarded as trustworthy, and should reflect this
in the attitudes of these people.
Empire at War
12
In practical terms, these travellers are of little use dates as in accordance to the needs of their
to the PCs. True, they can become the source for campaign and the players.
prospective adventures – but the key here is that
they are simply ordinary people dealing with an Day Events/Stopping Point
abnormal situation as best they can. These 24 Jahrdrung Arrival at small town of Nidzica
assorted travellers are part of the background
colour; not everyone is the source of an 25 Jahrdrung Arrival at village of Piast
adventure. Where they will prove particularly 26 Jahrdrung Arrival at the riverside Inn of
useful is with information from the south. GMs Playful Boyar
need to prepare a store of rumours and stories to 27 Jahrdrung Arrival at small town of
keep the players informed of what these people Opolensk
know. Of course, what they know might be utter 28 Jahrdrung Arrival at the riverside
rubbish or only part of the picture, but over the Vodyanoy’s Pool Inn
weeks a reasonably full picture of what has been
and is happening should develop. 29 Jahrdrung Anchorage in a cove on the
south bank of the Urskoy.
These ordinary people should be played carefully. 30 Jahrdrung Anchorage in a cove east of the
They will be a constant event on the roads, tracks Torszchan Hills
and crossings and might be found anywhere. 31 Jahrdrung Arrival at small town of Zwolen
Sometimes they will be lost and seek help. More on the Kislev/Empire border
usually, they will be suspicious and defensive.
32 Jahrdrung Arrival at village of Bratian
Still, a code of goodwill always exists between
travellers and those thrown into difficult and 33 Jahrdrung Arrival at small town of Wurzen
unwarranted situations. The majority can be Mittelfruhl Arrival at small town of Vienau
prevailed upon to recognise this. 1 Pflugzeit Arrival at the riverside Inn of
Karog’s Daughter
2 Pflugzeit Anchorage in a cove
Smoke on the Water
The journey downriver will take two and a half 3 Pflugzeit Arrival at riverside Inn of the
weeks. The following table will detail the stops Swimming Dog, south of the
at the end of a days travel and should help the small town of Trillheim.
GM plan for additional nasty surprises. In Scattered gangs of greenskins
addition, important events happening throughout emerged again to loot the
the Empire will also appear in the various Ostlander countryside as the
timeline tables (italicised) used in this scenario. snows melted two weeks ago.
GMs should note that news of some of these 4 Pflugzeit Arrival at the riverside Inn of
events might not reach the PCs’ ears until some the Wyvern
time after the event takes place, while other 5 Pflugzeit Arrival at the riverside Inn of
events are not intended to be widely known. The the Black Swan.
lapse of time is highly variable depending upon 6 Pflugzeit Arrival at village of Küsel.
where the news originates from and the PCs Raiding across parts of the
particular circumstances (e.g., at a tavern in a Ostland/Talabecland border are
large town or crawling through the wilderness). steadily increasing.
The inclusion of such information is to provide a
sense that events are happening in the larger 7 Pflugzeit Arrival at the riverside Inn of
world. the Eagle and the Serpent
8 Pflugzeit Arrival at the riverside Inn of
GM Note: The dates in the following table, and the River Nymph
the others that follow, are meant to be a 9 Pflugzeit Arrival at Talagraad, the port
guideline for GMs as well as an aid in running town of Talabheim
this scenario. GMs should feel free to adjust the
Empire at War
13
The small towns that Ulf moors his ship for the !" The spring thaw this year means that there
night are market towns. Upon arrival, he stores will be eels a plenty in the next two months.
his goods in a nearby warehouse for the night.
Ulf wakes up early in the morning to arrange for !" There’s rumour that the Tsar has caught a
the selling, trading, and buying goods before chill during the winter.
he’s ready to depart for the next market town. !" The Duchess Katarin is said to be arriving in
Unless the PCs have volunteered to help, they Kislev within the week, something must be
can spend the evening and night as they please. up with the Tsar.
Ulf will allow the PCs to bunk in the hold on the
“Winter’s Chill,” if they wish. !" I’ve heard that the Tsarevich has met with an
unfortunate accident while visiting his wife,
The villages at which Ulf stops at offer little. the Princess of Erengrad.
Generally, he stops at those with an inn (a !" Word is that the Gryphon Legion has been
number of smaller ones on the route do not have recalled to deal with goblin raids in the
such luxuries), but stays on his boat as much as southern forests.
possible. One can never be sure of some
villagers. As a matter of course, Ulf will make !" Beware the border region. There’s trouble
an offering for good fortune and good weather to afoot with some Imperial noble with designs
whatever shrines of the gods (generally, Taal, on the area near Ostland.
Rhya, or Karog) he finds in the village. Some
Ostermark:
ships prefer to anchor in one of the many coves
in the river, but Ulf likes to mix with people as !" Talabecland is mustering their forces on the
much as he can. pretence of defending the province against
Ostlanders and Stirlanders. If you ask me,
The riverside inns where Ulf stops for the the Chancellor should do the same to protect
evenings also double as toll houses for the us against Talabeclanders.
nearby road. Those establishments along the !" I have heard that Count von Pirkheimer
road from Zwolen to Hergig also double as plans to take the Garderike province from
coaching inns for the infrequent Bullshead Kislev. Could be trouble.
coaching line. The riverside inns tend to have a
mixed clientele of those travelling along the !" Some seer is Bechafen claims to have had a
river (and road) and locals who come in for vision where of the Empire in flames. Most
drinks, news, and gossip (among the few other likely drank too much Ostlander ale, if you
enjoyments that may be offered. ask me.
!" I hear folk in the southern hills are burning
These stops are a good way for the PCs to learn huge bonfires in honour of Biersal.
about what has happened whilst they were away
in Kislev. For the ease of use by the GMs, the !" The Marcher barons seem more concerned
following rumours (some of which confirms with the Grand Duke of Talabecland’s
what Ulf may have said) are arranged according schemes than with goblins coming from the
to the area that the PCs are passing through: mountains.
!" Baron von Bratian is said to be looking for a
Kislev: husband for his spinster daughter.
!" Word has it that the eastern Imperial
provinces have had a bad winter. Mark my !" Rumour has it that bandit activity is on the
words there will be shortages by low summer. increase along the river from the Kislevite
border to Talabheim.
!" I hear that King Zoltan of Praag is hiring
bands of mercenaries for an expedition to !" I hear that the raids across the River Talabec
clear the Trans-Lynsk region of bandits and have become more vicious than last year’s.
vile creatures.

Empire at War
14
Ostland: !" Livestock is not doing well, particularly in
!" I’ve heard that raiders burnt the village of the hills. This year’s calving season has few
Eisenbrücknear near the Korver Hills to the healthy heads. There’s even rumour of some
ground. nasty illness deforming some of those that
survived.
!" There are strange folk about.
!" Von Tasseninck should make peace with von !" Goblin raids are increasing in the border
Raukov so the Marshal can defeat the regions with Ostermark. I wonder if they are
Talabeclanders. allied with the treacherous Ostlanders?

!" Rumour has it that the Grand Theogonist is !" I’ve heard that the villagers of Isenhof
raising an army to stop von Krieglitz from disappeared without a trace a fortnight ago.
raiding Ostlander villages and homesteads. No one knows what happened.

!" I understand that some homesteaders have There is a chance that the PCs might opt to
heard howling before their homes have been stay in the boat and hope that the times until
attacked. they reach their destination passes quickly.
!" The winter has been unkind this year. Too GMs should decide how much of game time
much chill and not enough snow. There’s no they and their players want to spend on these
rain on the horizon and none this past fall. types of journeys.
The winter crop will fall short this year.
In addition to the mundane activities above,
!" A number of charcoalers have gone missing the following situations can be used to spice
in the southern forests. Some say that it’s up the travel along the river:
the work of bandits or goblins, but I smell
Talabeclanders. It Takes a Thief
Slavyanaskaya is a small outpost located on
!" The Grand Prince has been talking all year
the River Urskoy, opposite to Tsaritsyn and
about stopping the raiding across the River
close to Ösel. Its purpose is to act as an
Talabec. He should stop talking and do
Imperial Kislevite watch post and tollbooth.
something.
Given the relative prosperity of Tsaritsyn, it
Talabecland: has little other purpose and is a desolate and
rundown place. The local detachment of
!" Von Krieglitz needs to stop those raids from knyazates, or Imperial Kislevite river wardens,
Ostland. An assault on Wolfenburg would operates from here. Traders do not stop, and
do the trick. over the decades the local boyar has made it
!" The Grand Duke is trying to get Hochland to quite clear to the local bureaucrat he will
send him troops as he hears that Reikland militarily force the issue if the post attempts to
will come to Ostland’s aid in much the same interfere with his trade and own collection of
way as Stirland did. tolls. The local soldiery has degenerated into
little more than bandits and is held in very low
!" Last year’s drought has continued into this
esteem. The only apparent source of income
year. If not for the melting snows from
for the small village that ekes out a living is
Kislev, I’m sure the river would have run dry
some slavery, minor piracy and a lucrative
by now.
trade in flora. To the east of the village are
!" There is talk that Talabheim will rejoin located some quite rare herbs and similar
Talabecland as in the days before Emperor plants for magic and alchemical ingredients,
Dieter was illegal dethroned. which are jealously guarded. In addition, the
post has been taken over by agents for the
!" Sigmarite enemies surround Talabecland. I
Black Scratch, a local skaven nest.
would not be surprised if von Krieglitz tries
to form an alliance with Middenland.

Empire at War
15
A small wooden tower is located on the bank, on close inspection that the cannon are past
next to a dilapidated jetty. The post flies a very serviceable).
tattered flag of a rampant bear wearing a crown
(one insignia used by the authorities of Ulf knows the way that things work on the
Imperial Kislev). A chaika boat is pulled up river, as do the river wardens. Both will
upon the shore, though it is barely seaworthy effectively expect the PCs to pay the latter off.
due to lack of use or maintenance. Chaika Neither the Ulf nor his sons will help should a
boats are Imperial Kislevite river patrol boats. fight develop, and they will expect a hefty
The knyazates, under the command of Uruk bribe not to turf the PCs off their boat if they
Széckler, are also (knowingly or otherwise) are so crass as to do so. The knyazates will
under the command of the skaven. So too is a bluff and bluster, push around PCs and
local hedge wizard, Sven Sokolova, who is generally pick on any one different - elves,
under the tutelage of the local skaven seer. The dwarfs and attractive human females might all
background and nature of the Black Scratch are receive some 'treatment'. A mixture of
not relevant here; hopefully the PCs will pass intimidation and/or a small payment will pay
through and bluff or pay their way past this off these very petty criminals.
minor irritation.

Indeed, none of this would be of any interest to Sidebar: Chaika Boat


our heroes, except for the fact that the river The boat has a central mast, but relies
wardens eke out their living by a mixture of usually on oars. Cannons are located in
duty and piracy, and it is in this vein they will the front, and sometimes elsewhere. Its
accost the PCs. In theory, the post has a boom crew will row as necessary, but these
that can be tied across the river, but this is knyazates are usually too hung over or
unlikely to be serviceable. Instead, the useless to indulge in much physical
knyazates can use their boat, and rely on two or activity.
three small fishing boats with which to
intercept any lone vessel. How any encounter The following picture is of the
develops is up to the PCs. The Kislevites are excellent Eureka Miniatures model of a
pirates, true. They are, however, also the Cossack chaika boat, and serves to
official law. If the PCs can put on a good illustrate what our river wardens are
show, it should be quite easy to scare off the using.
wardens more nefarious aims, and barter for
passage via a small bribe. Should the PCs
show any signs of being worried or outclassed,
the knyazates pounce.

The PCs will first become aware of when an


official boat puts out to intercept them,
accompanied by a number of fishing boats that
will attempt to surround them. Should the PCs
attempt to flee immediately, they will be able
to out-distance the chaika quite easily. Ulf
might need some convincing though;
remember he makes his living by sailing the
rivers and needs to keep officials happy. If this
costs his passengers a few GCs, that is not
Ulf’s concern. In addition, the chaika has two
small cannons in its bow. These are almost
certainly rusted, but the PCs will not know this
(though one with the Engineer skill will realize
Empire at War
16
Uruk Széckler

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 50 45 4 4 9 42 3 45 59 43 33 47 44

Skills: Boat Building, Consume Alcohol, Disarm, Dodge Blow, Row, Sailing, Secret Language -
Battle Tongue, Strike Mighty Blow, Strike to Stun, Swim

Equipment: Sword, Helmet (1 AP head), Sleeved Mail Shirt (1 AP body), Shield (1 AP all over),
Crossbow with ammunition, D20 GCs, D20 shillings, D20 pennies

Typical Knyazate (Imperial Kislevite river warden)

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 41 45 4 3 7 33 2 32 32 30 35 28 31

Skills: Consume Alcohol, Disarm, Dodge Blow, Row, Sailing, Secret Language - Battle Tongue,
Strike Mighty Blow, Strike to Stun, Swim

Equipment: Sword, Helmet (1 AP head), Leather Jerkin (0/1 AP body), Shield (1 AP all over),
Crossbow with ammunition, D20 shillings, D20 pennies, D100 copeck, D100 grivna

Hang ‘em High Those who killed him have even taken the man’s
Around one of the river bends where the boots.
Talabec forms a boundary between Ostland and
Talabecland, the PCs hear the sounds of horses Should the PCs wish to extract vengeance for
galloping away from the river as well as the the man they don’t even know, Ulf reminds them
squeaky wheels of a wagon. Once the he is responsible for delivering them to
“Winter’s Chill” rounds the bend, the PCs see a Talagraad. In addition, the PCs have no idea as
man hanging from an oak tree (it doesn’t really to whether the man was justly killed or not.
matter which side of the riverbank this occurs).
A placard hangs down from his neck with the On the Waterfront
words “Spy” and “Murderer” written with red This event should take place in one of the
paint on it. Should the PCs disembark at this Talabecland villages where the “Winter’s Chill”
point, they will clearly hear the man choking to has moored for the night and across from
death. Unfortunately, he will expire before the Ostland.
PCs can cut him down.
As the PCs are about to disembark, a contingent
If the PCs inspect the body, they will see a of armed men approach them. The only thing
patch on his right sleeve. Any PC with that distinguishes the menacing men from some
experience as a peddler, trader, or merchant other dangerous rabble is the red and yellow
will recognize the patch design as representing armband each wears on his sword arm. Some
the Peddlers’ Guild. PCs without this wear mail shirts while others leather jerkins.
background can also determine what the patch
represents so long as they have the Heraldry A shout of “stay where you are” should keep the
skill and can successfully pass an Int test. PCs from commencing an attack or retreating.
Coming up from behind the armed gang is a man
The dead man has no possessions other than the wearing a red and yellow tunic over his mail
clothes he is wearing. shirt. Any PC with the Heraldry skill will

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17
recognize the symbol of the black eagle on the situation. He doesn’t know of any local
man’s tunic as belonging to the Grand Duchy of custom that would have men howling as
Talabecland. The sergeant of the company, beasts in the night. Ulf has, however, heard
Wilhelm Grudenburg, orders the PCs to state rumour of werewolves roaming in those parts
their name and business. Wilhelm and his of Ostland closest to the Middle Mountains.
company are on the lookout for Ostland raiders. Still, stories of such fell beats tell of them
being mistaken for wolves until it’s too late.
The PCs can quickly establish their credentials
by displaying their Knights Panther medallions. Sounds of battle soon erupt and the light of a fire
Of course, Wilhelm may suspect them of can be seen in the night sky above the trees. The
obtaining such through illicit means, though this PCs may decide the skirmish is someone else’s
would still mean the PCs may have abilities problem, but the sounds of howling among the
beyond the Sergeant’s company. shouting of humans in panic should be enough
to compel investigation. If not, the sounds of
If the PCs manage to win over Wilhelm – by battle die down after half an hour, though the
displaying their medallions without the light of the fire continues for some time. The
condescension normally associated with fate of those engaged in combat remains
members of such a company – then the Sergeant unknown.
will invite them for a drink at the local inn.
Wilhelm is a good source of news and gossip The fortified homestead of the Schäffer family is
with respect to happenings along the Ostland under attack and set aflame. A number of men
border. Wilhelm also knows the Grand Duke is wearing wolf skin surround the palisade
moving more troops into the area in order to stop shooting their bows, some with flaming arrows,
the Ostland predations. at the defenders who are returning fire. Two
pairs of attackers, each armed with swords and
Should the PCs manage to alienate Wilhelm by wearing leather jacks under their fur, wait in the
acting in some arrogant manner, the Sergeant forest’s shadow with scaling ladders at hand for
will back off the confrontation. He then orders the opportunity to scale the walls and kill those
several of his men to keep an eye on the PCs within. The attackers belong to the Cult of the
while they remain in the village. In addition, Howling One. Chedwic Wanner, a renegade
Wilhelm will not respond to any of the PCs’ priest of Ulric and leader of this sect, directs the
inquiries with anything other than vague attack.
answers.
Chedwic’s goal is to terrorise Sigmarite
Howls in the Distance followers in the surrounding countryside with
Between the Inn of Karog’s Daughter and the his predations on carefully chosen – and
village of Trillheim, the “Winter’s Chill” will somewhat isolated – homesteads. This
be moored in a cove for the night. There are particular settlement is the fourth Chedwic has
no villages nearby, but there are a few attacked in the last two months. He intends to
fortified homesteads where Ostlanders burn it to the ground whilst its inhabitants and
stubbornly eke out a livelihood amid the their livestock are slaughtered. Chedwic then
Forest of Shadows. cuts the symbol of the cult (stylised wolf
howling) into some bodies of the slain, both
An hour or two before midnight, PCs on human and animal, as a warning to others.
watch hear howling nearby (a few hundred Unless the PCs’ intervene, Chedwic will succeed
yards) to the north. Any PC with experience in claiming this next set of victims.
in the forested wilds of the Empire – such as
hunters, scouts, trappers, woodsmen – know Should the PCs decide to investigate, the
the howling does not come from wolves, but journey to the battle should take ten to fifteen
from men imitating the predator. If awake, minutes. Unless utterly careless, the PCs arrive
Ulf will comment on the strangeness of the unseen by the attackers. The GM decides at

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which point in the attack the PCs will arrive. It would be grateful. He will ask the PCs to stay
is recommended the PCs do so just as the for the night as he fears the attackers will return
attackers emerge from the woods with their otherwise and a few of his hands are seriously
ladders, unseen by the defenders. Chedwic injured. Sadly, Herr Schäffer can only repay
should be in the PCs’ line of sight, but his own them with a warm meal and bed for their
movements in and out of the forest should troubles.
minimize their chances of shooting him. The
key is that, no matter what happens, Chedwic Whether or not the PCs take him up on the offer,
should escape the PCs at this stage: they will the homestead will not be attacked again. By
have an opportunity to deal with the renegade the time he arrives at his base camp, Chedwic
Ulrican priest at a later time. Wanner receives word that the leader of the Sons
of Ulric requests his company at a hunting lodge
Should the PCs manage to help drive off or kill in Middenland to discuss a possible alliance.
the attacking cultists, Herr Gunther Schäffer

Typical Cultist of the Howling One (Mercenaries)

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 42 39 4 3 8 41 2 30 38 29 42 33 31

Skills: Disarm, Dodge Blow, Secret Language-Battle, Strike Mighty Blow, Strike to Stun

Equipment: Sword, Leather Jack (0/1 AP body) under wolf fur, Bow (R 24/48/250, ES 3),
Waterskin, and Purse (2D6 shillings and 3D6 pennies)

Another Brick in the Wall port and Talabheim as do wagons with goods
It’s mid-afternoon when Ulf ties “Winter’s from Kislev to Altdorf.
Chill” to the wharf at Talagraad. Should the PCs
Most of the inhabitants make their living from
have been a pain to Ulf throughout the journey,
the river or prey upon those who do. Talagraad
the boatman will utter a loud sigh of relief at
is also among the ports of call for the luxury
having this journey end. If the PCs have been of
ships of Altdorf ‘s Hindelin Lines. The ships
help, Ulf will be momentarily sadden by their
provide expensive and (relatively) luxurious
departure, wishing them gods’ speed as they
transportation between the Imperial capital and
disembark. Ulf will accept any offer of a drink
Bechafen. There are many taverns and shops
with the PCs in the event the PCs were to
along the waterfront where travellers can spend
graciously offer such as an expression of their
their time and money while waiting for the ships
gratitude.
to depart.
Talagraad
The streets of Talagraad are busier than normal.
Talagraad is a small town and port for the city of
Talk is only of war and a sense of panic is barely
Talabheim. The town is situated where the
suppressed. The strongest rumours, actually
western terminus of the Talabec Road to
false, are that a large enemy force is only three
Lothrafurt ends on the Old Forest Road.
days away. Marshall Granheim von Karthleiz of
Münster’s Ferry provides transport across the
Talabheim and his small force is also a number
River Talabec for those wishing to continue on
of days overdue.
to Bergsburg and Middenheim. The town is not
terribly large with a population of roughly 450, Traffic in the streets has two destinations. Most
but it bustles with activity. Coaches from the are heading to nearby Talabheim. Families are
Tunnelway Coaches run frequently between the being sent into the crater, away from the

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19
notoriously indefensible town. In the other we can tell which of them have fallen under the
direction travel carriages of the rich and spell of the false gods, this enemy within whose
powerful. Although publicly insistent that they black industry will bring ruin to us all.” He
are not afraid, they are travelling west to safer carries on like this until night falls and then is
climes. back the following day.

The flight of the privileged reached its peak the Prices are three times standard as the shops
day the PCs arrive. Today, the Emperor Luitpold empty through a general lack of goods and
is heading to Altdorf. Hundreds cram the docks: hoarding. Only lodging remains cheap.
merchants and nobles surrounded by guards. So
bad is the situation that the company is Later, while walking the streets, they come
cancelling servants’ tickets and selling them at across a group of armed men carrying standards
first class value. Troops from Fort Lackey are and banging drums. They are members of the
everywhere but this hasn’t stopped the East Marches Company of Swordsmen, more
pickpockets from swarming. simply known as the Marches. These
mercenaries are recruiting members for the
Should the PCs hang around, a woman in simple forthcoming conflict.
black dress and coat will approach them. She is
in tears and asking everyone for help. She says a The Captain
thief has stolen her mistress’ tickets. He was a At some stage the PCs are approached by
handsome man in red and blue livery that said he Captain Heins of the Swan. He is tired and fresh
was collecting tickets. As soon as he had hers he off the boat. “I am not looking to waste your
ran. Luckily her mistress did not see and she has time and hope you won’t waste mine. I have
a chance to save her job. Sobbing she begs the suddenly found myself with a passenger and
PCs for help. She is, as they may guess, a need guards for the journey west to Altdorf. Are
conwoman. you interested? I will be leaving tomorrow.”

The man she describes is a servant of Helmut The passenger is Count Orlov von Zorlov. He is
Sternwald, a merchant who has yet to arrive. The leaving Talagraad as he is unpopular in the
man is spotted easily, and looks a little nervous court. He suggested a diplomatic delegation
(this is due to the crowds). An accomplice of the should be sent to try and resolve the crisis but
conwoman, her brother, starts talking to the man his enemies in the court have made him a
as soon as the PCs are in sight, given the nod by scapegoat with claims that he is being disloyal.
his sister. The servant nods at the questions and
then the brother shouts loudly at the confused Whether the PCs refuse or not, an unassuming
man before storming off, “Be gone, I am not middle-aged man then approaches them.
interested!” If the PCs force the tickets out of the Unbeknownst to the PCs, he is an agent of von
servant he will run to soldiers, who ignore him Zorlov’s enemies and saw them talking to the
until his master arrives. If the conwoman gets Captain. The man, if asked, will identify
hold of the tickets she passes them on to be sold, himself as Herr Bruno Zuber. He asks about
then disappears. their conversation with the Captain, a known
contact of the Count. If they mention the
Elsewhere in the centre of Talagraad, a crowd passenger to him he thanks them and leaves.
has gathered around a man in tattered robes. He Should they avoid mention of the passenger,
is shouting down the occasional heckler but his Zuber will ultimately obtain this information
voice is captivating many. “Why are we through other means.
fighting? Man against man. Brother against
brother. Have we not learnt the lessons of the The Count arrives in a black carriage at
past? Soon a storm of Chaos will be upon us, a midnight escorted by two bodyguards. He is
tide from the North, hordes from the East. Our greeted by Captain Heins who shakes his hand
leaders fight for their own power and glory, but before they all head below deck. Two hours

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20
later two dozen armed men approach the boat. were. They said Alexis had kidnapped Hugo and
They then throw Molotov cocktails on the deck would be killed if found. They searched the
setting it alight. As the Captain and his house and then left.
passengers escape the burning vessel they are
slaughtered. Alexis’ grandfather went searching for him,
talking with those who knew his grandson.
If the PCs warn the Captain of the conversation Bounty hunters had also visited some of these
with the agent then he warns the Count, who contacts. A price (30gc to bring the Hugo back
changes his plans. If the PCs do take the job, alive, 20gc to bring Alexis back – dead or alive)
then they may be able to see the men watching has been placed on both the boys’ heads. He was
the boat or the beginnings of the attack. If they told the pair had gone to Talagraad, as had boy’s
save the Count while he is on boat, they will uncle.
have gained a powerful ally. Not one that can
help then any time soon however. Alexis parents can only offer 3gc as payment or
else they will work for the PCs for a year. They
Whatever happens, the news is across town by are desperate and scared. The only reason they
morning. If von Zorlov is dead most people will can think the boys may have visited Talagraad
mourn him a little. was to see Alexis’ uncle Silas. He is a street
trader who works around the docks.
The Missing Heir
This cameo can be used if you wish to extend Silas Imanoff is well known among the lower
the PCs stay in Talagraad. Otherwise, it can be end of Talagraad’s population. He sells lucky
located anywhere else. charms and is a terrible drunk, often to be found
in jail or in the gutter. If they ask around, they
Hugo von Talbanstock is a young member of can find him asleep in his small bedroom in a
one of the Prime families. His father died many doss house or at the Eastward Traveller inn.
years ago and various members of his extended Either way, he will be worse for wear. He says
family raised him. His best friend is the fourteen he saw the boys two nights ago at The Bottom of
year-old servant Alexis Imanoff. the Well tavern. Alexis wanted to find a
Mercenary band to join. The other youth said
The young pair wanted to join the army to fight nothing, “but I could tell he was a right snob,
for Talabheim. However, Hugo knew that if he looking down his nose at me.” Silas sent them to
joined the standing Talabheim army he would be his friend Sven Svensson.
recognised. He would, therefore, never be
allowed to fight. The pair has run off to join the At this stage the PCs will start being followed by
East Marches Company of Swordsmen and fight Max Kohl Kalhof, a Bounty Hunter from The
in the war. Talabheim Warrant Execution Company. He is
on Hugo’s trail and thinks the PCs will know
A ragged couple approaches the PCs looking where to find Alexis. He is adept at keeping his
upset. They ask the PCs for help to find their distance but is a little over-confident so can be
missing grandson Alexis as he is danger of being tricked into making a mistake.
arrested or killed. Assuming the PCs listen
further, the Imanoffs say that Alexis is a stable Svensson is a weaponsmith, currently working
boy in the household of Baron von Talbanstock. hard to fill increased orders. He is not happy
In recent years Hugo Von Talbanstock being disturbed, even more unhappy when
befriended him and the pair spent much time Silas’s name is mentioned. “That drunk is no
together. This seemed to be tolerated by Hugo’s friend of mine let me tell you. I wouldn’t
Uncle Boris von Talbanstock. The first time the believe a word he says. I certainly never saw
Imanoffs realised something was wrong was two boys and if I did I would have sent them
when a group of men banged on their door. They home.” He knows there are two mercenary
demanded to know where Hugo and Alexis companies are in town at moment, the East

Empire at War
21
Marches Company of Swordsmen and The an answer out of him, he heads to the stables to
Muldhaven Death Watch. warn them.

The Muldhaven Death Watch is making ready A wooden fence surrounds the stables and all the
to move out by the time the PCs get there. workers here are armed. The owner is Igor
They are a small band and claim to not have Rabinkov, a one-legged veteran. He is also a
seen the duo. They are all experienced and slave trader, selling young men and boys into
older men. The Marches have set up at The servitude to work and fight in the North. His
Bald Bear & Shears and recruiting there, their regular transport east is two days late and he is
banner across the door. Any questions are nervous. At the moment he is even more nervous
directed towards Sergeant Ox, who says he has as two of his captives escaped a few hours ago.
never seen them. He may or may not be lying One of his men is dead and he is sporting a
depending on when they ask. vicious cut across his face. If asked he denies
knowing where the two boys are and says they
If they return to Silas, he will be a bit more were ungrateful thugs. “I pay well and hardly
drunk and a bit more fearful now he has been ever beat ‘em.” If asked about the third boy, he
found out. He says that he did see the boys at looks unsure and then says he ran away too. In
The Bottom of the Well but doesn’t remember fact the third boy, Heinrich, is still being held
what happened to them. Luckily, the Landlord captive in the cellar with two others. They all
has a pretty good idea. Silas was dead drunk, know that Hugo and Alexis intended to escape
as usual, and the pair and another young lad and find the Mercenary group to join.
(small, blond-hair, dressed like a peasant) from
out of town left with Two Left-Hands Ivan, a Sergeant Ox certainly knows about the pair now
local wheeler-dealer, “Not to be trusted”. if he didn’t before. Hugo and Alexis have signed
up to join the group and are now resting in the
If the PCs visit Hugo’s family, they will not be inn. However, Ox and the Mercenary Captain,
able to gain access until they mention Hugo’s Aldous Ribbelheim, will deny any knowledge of
name. Then they will be taken to see his uncle the pair. Thirty armed men back them up.
Boris. Bellowing all the time, he will demand
and threaten them for what they know. He says There are a number of possible ways for the
that Alexis “and his people” (that is, poor scenario to finish. The PCs could do nothing.
people) have kidnapped Hugo for ransom to Hugo and Alexis are young but where they want
steal money from him. As yet, no ransom has to be. Alexis’ grandparents would be happy to
been demanded. know he is safe (for the moment). If the PCs tell
the authorities, after some checking they will
Two Left-Hands Ivan is to be found at the move with force on the inn. Hugo will be
dockside selling “advance tickets” for the rescued and Alexis carted off to jail. He is
Wizard’s Way toll. The occasional traveller is executed a few days later. They can also
fooled. Ivan will run if he sees the PCs coming convince Ribbelheim to release the boys if they
as he generally has a guilty complex. He first tell him the truth. He doesn’t want any of the
says he took the boys to the edge of town and problems that Hugo could bring. If PCs take the
sent them home. Then he says he took them to pair home, then both are forgiven (although
The Bald Bear & Scissors and they signed up Alexis is subsequently sacked).
there. He is very cool under pressure and
doesn’t appear to be lying. Faced with If the PCs do take Hugo and Alexis back to
anything physical, however, he will try to Talabheim, they will be ambushed on the way
bargain. If the PCs let him go he will then tell unless they have dealt with Max Kohl earlier.
them what he knows. He says he took them to The Bounty Hunter and a group of thugs ambush
Ostenrald stables as the owner was looking for the PCs and attempt to grab Hugo. If the thugs
stablehands. He knows that this is, in fact, the succeed the PCs will be fugitives by the next
base for a slavery operation. If they don’t get day, charged with the kidnapping. If Kohl’s

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22
thugs fail, the PCs will be rewarded (a sum of flowing as well as serve platters of food for
your choosing, but it should be something those able to pay.
miserly and, considering the von Talbanstock’s
wealth, rather insulting). At some point, the PCs should approach the
innkeeper to ask about their pre-arranged
The Hangman’s Inn accommodations. Hermann looks at them
The Hangman’s Inn is located on the south end quizzically and asks for their names and proof
of town on the Old Forest Road. It’s easy to as to who they are. Hermann is expecting the
find, as it is the last place a person can get a PCs to state their names and discreetly show
drink before heading off to Wurtbad. him the medallion indicating their status as
The innkeeper is Hermann Krauthammer, a Knights Panther. If the PCs attempt to loudly
middle-aged proclaim their names and/or status, the
man who runs a innkeeper will quickly try to quiet them and
(fairly) clean insist that prudence is in order. In the event
establishment. that the PCs try to produce the letter from the
A couple of Graf, Hermann will stop them by placing a
large bouncers, hand on the person retrieving the letter. “You’ll
Josef and Otto need more than Ranald’s luck if you continue to
Grosz, seek to it be this careless,” Hermann will warn.
that anyone
causing trouble Once he is satisfied with the PCs’ identity,
is quickly and Hermann produces a key. “Take the stairs on
roughly removed from the premises. The food the other side of the door to the right of the bar,
at the Hangman’s is not especially good, your right. Go up to the top and make a left
although a reddish-brown bitter brewed here down the hall. Your accommodations are
known as Deep Red is considered a local behind the door at the end and are large enough
favourite and priced accordingly (1s/8d a pint). for all of you. I hope will find it satisfactory,
Hermann also brews a pilsner he calls “Forest especially since I have no other room available.
Amber.” Since your lodging overlooks the local gallows,
The Hangman’s Inn is also the northern you’ll have a great view of tomorrow’s
terminus for the Black Fire coaching line, hanging. The highwayman who styles himself
which runs a service between Talabheim and as the Wyrm will meet with Mórr shortly after
Averheim. Run by Anton Schneider, who noon.” With that Hermann, turns towards other
spends a great deal of time in the inn when not customers.
at his nearby offices, the Black Fire has begun
to receive some competition from the If the PCs manage to ask if others have inquired
ubiquitous Four Seasons coaching lines. as to their arrival, Hermann replies, “No one
has approached me at all. Are you expecting
When the PCs arrive, the inn is bustling with someone?” The last question should be a hint
the late afternoon crowd. A Black Fire coach that the innkeeper does not know of anything
has just arrived and its passengers are more than the PCs’ need for lodging. Still,
disembarking for the friendly comforts of the Hermann will graciously accept any coin the
inn. Farmers from nearby have also arrived for PCs may offer to keep them “informed.”
a couple of drinks before turning in, as have a
few townfolk. Entering the common room, the The PCs may decide to carefully check around
PCs find there is standing room only near the to satisfy themselves that they are not in
bar. All tables have been taken, except for an immediate danger. Their activities may take a
odd seat here and there. There is no place for number of forms. They could act drunk and
the PCs to sit as a group to avoid mingling. knock on neighbouring doors to see who
Several barmaids are scrambling to keep the ale answers while claiming to be looking for their
own room or some fabricated person. Another

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23
course of action could be to look from the My name is Kirsten Lübeck.” Kirsten
grounds outside and try to identify their likely (Natassia) pauses in order to read the PCs’
accommodations based on Hermann’s reaction. PCs may note that the black-haired
description. They would try to see if they can (Natassia’s hair is normally auburn, but she’s
see anyone in their room. The latter might wearing a wig), grey-eyed Kirsten is roughly
involve finding a tree that could provide a level 5ft. 6 in. in height and of medium build. She
view of the room, but climbing a tree in looks to be in her early 30s.
daylight might arouse suspicions. There are
any number of other things the PCs might do, If the other PCs are still asleep, Kirsten waits for
but in the end, they just aren’t going to find the PC on watch to wake them. She wants each to
anything odd. hear what she has to say to ensure they receive the
information unfiltered by faulty memory.
The Set-up
The room is fairly spacious with two beds, large Kirsten continues, “Serious things have
enough for two to sleep on each. The floor has happened while you were away. Serious efforts
enough room for three or four people to sleep. have been made to prepare a reconciliation with
There are two chamber pots for needed relief the Sigmarites, and we were making good
and a water basin for washing. There are also progress. In fact, the Sigmarite leaders in Altdorf
two large chests for guests to keep their had agreed on a document that would go a long
belongings. The lock on the door looks fairly way in making peace, all we needed was the
straight forward, though an experienced Ulricans to accept it. The cult leaders came to
picklock will see that it’s a bit more complicated Middenheim, but we kept running into problems
(CR 10%). A fireplace is situated on the wall with some of our more, ehm, zealous priests.
adjacent to the door with firewood to keep the Too many problems, if you catch my drift. As if
night’s chill at bay. There are windows on two that was not enough, news of the Bösel massacre
walls, one facing towards the front of the inn, reached Middenheim before the meeting was to
the other at the nearby gallows. Both can be reconvene last spring – of course that was just
closed and shuttered from the inside. the excuse the hardliners needed to stay away
and thus derail the reconciliation.”
The PCs may take the precaution to set watches
for the night with such vigilance likely to focus on “We have reasons to believe the Ulrican priests
the windows or door. Sometime around 2 in the who prevented an approval of the document
morning, a figure will slip into the room through a from Altdorf are associated with an extremist
secret door near the fireplace. Due to the skill of group calling themselves the Sons of Ulric. If I
the woman who entered, any PC on watch must am not mistaken you have already met these
successfully pass a Listen-20 test for soft sounds bandits at least once. We need to identify these
(+10 for Acute Hearing) to hear the intruder. criminals and expose any links they may have
Natassia Hess is armed and capable of using it to to Ulrican leaders, before they succeed in
silence any who would call out an alarm. bringing war on all of us. This, gentles, is
where you enter the picture.”
[GM Note: It might be wise here to allow
Natassia a successful Strike to Stun attempt to “We have a lead on an agent of theirs in
ensure any PC on watch does not set off an Bergsburg. I am not familiar with the details,
alarm in the entire establishment.] but a courier from Middenheim will arrive late
tomorrow, sometime after the hanging, bearing
In a quiet voice, so as not to upset the unaware a sealed message for you. It will tell you how
person(s) on watch, the Natassia says, “Please to contact one of your fellow Knights Panther
don’t be alarmed nor utter a sound lest this in Bergsburg. He will recognise and approach
meeting be compromised. Those in you, so try not to be conspicuous. In fact,
Middenheim who trust in your discretion have anonymity and discretion will be the order of
sent me to discuss delicate matters with you. the day for you. Any questions?”

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24
If asked about the Bösel massacre, Kirsten will In the event the PCs should ask why they have
pass on the following information: been chosen for the mission, Kirsten tells them
!" Mutant bands identifying themselves with a their experiences in Kislev and the talents
red crown raided a Middenland village displayed in rather delicate situations have
called Bösel proven them suitable for the challenging task at
hand. If pressed further on this issue, she will
!" These mutants were captured by an Ulrican admit her leaders fear that rouge agents familiar
witch hunter named Karl Kuten who dragged with the regular network of spies have joined the
them to the village for trial Sons of Ulric, and thus they need new blood for
!" The Imperial magistrate who presided over this particular assignment.
the trial, however, ruled that the witch-
hunter’s treatment of the mutants placed him Should the PCs inquire as to what they would
in violation of the Emperor’s edict protecting get out of carrying on this assignment, Kirsten
such abominations from maltreatment. replies that she’s not certain. It’s possible that
(Kirsten will not try to hide her complete the PCs will be allowed to do as they please, but
disregard for the Emperor’s edict) if she were a betting person, Kirsten doubts that
is a likely outcome. She would expect that her
!" The villagers rioted and killed the employer would see to some reward for their
magistrate, most of his escort, and the efforts, but any specifics are beyond her
mutants, but within the week, the villagers knowledge. If the PCs refuse, Kirsten wagers
themselves were slaughtered and their the PCs would be ousted from the Knights
settlement burnt to the ground. A couple Panther – as they are still bound by oath to serve
small children escaped the carnage by the Graf – and either declared outlaws or
hiding in the offal pit beneath the outhouse, assassinated. With that, Kirsten excuses herself
and according to what could be gleamed and departs through the secret door.
from them, the perpetrators were an
unidentified band of Sigmarites. Kirsten has no intention of letting on that she
knows more than what has been stated above.
If asked for further details on the conflict and Responses to questions going beyond the topics
suggested reconciliation between Sigmarites and above should be vague and – if need be –
Ulricans, Kirsten can inform them that: Kirsten simply says she really knows nothing
!" The document is known as the Eimar more than that which has already been imparted.
Concord, as the plan was for the two cults’ Once the PCs have no further questions, Kirsten
leading representatives to meet at a Verenan will tell them that when they have obtained the
monastery called Eimar, near Kutenholz, relevant information (to be specified by the
where they were to sign a final version of Knights Panther agent in Bergsburg) they should
the Concord. extricate themselves from whatever situation
!" The following Ulrican debate in they are in and return to Middenheim with what
Middenheim was marred by numerous they have gathered. Shortly after they arrive in
incidents wherein delicate information was the city, the PCs are to leave word where they
leaked to demagogues who pestered the are lodging with the barkeep at the Red Moon
atmosphere in the town. The source of these Cabaret in the Freiburg district. Arrangements
leaks has not been identified yet. for a rendezvous will be made at that time.

!" In the end, the recalcitrance of the Fræi- With that, Kirsten (Natassia) excuses herself and
Ulric from Talabheim, as well as other departs through the secret door. Once closed,
leading priests, scuttled the effort to reach she bars the door so that the PCs cannot easily
consensus on the suggested concord. Some follow. Kirsten then takes the stairs up, rather
of these opponents are believed to be than down towards the wine cellar. When she
influenced by the Sons of Ulric. reaches the roof, Kirsten waits silently for ten to
fifteen minutes (or longer) in order to ensure
Empire at War
25
Empire at War
Nuñez, Adler, Eccles, Foody i
there’s no one about. She then quietly moves vegetables with which he has been pelted along
towards the other side of the inn from the PCs’ his journey. The bruises on the man’s face and
room nearest the furthest corner. Pausing again neck serves as a testament that his treatment by
to listen, Kirsten descends until she reaches and the authorities was less than kind (and not
enters her own lodging. Kirsten then removes wholly unexpected). A placard hangs from the
her wig and changes her disguise so that she’ll prisoner’s neck with the words “Robber” and
look like an older woman of means. She plans “Murderer” written on it.
to remain in her room until she can safely depart
when the hanging takes place. Two rough-looking men who led the prisoner to
this point roughly drag the man onto the gallows
The Wait and place the noose about his neck. Once they
The PCs have plenty of time to discuss their are done, the two men descend from the gallows
options. The idea of taking on such a dangerous leaving a man with a black hood standing next to
mission might not be particularly appealing. On the lever. A second man ascends the stairs to the
the other hand, it may be a means in which to top of the gallows where he unrolls the sealed
play a greater role in the events currently parchment he carries. To the scattered cheers,
shaping the Empire and its politics. If the PCs the man announces to the crowd:
prove to be a craven lot, then this is the
opportune time for them to run. If they decide “Hear ye, hear ye. By the power of this
on this course, the PCs run the risk that there warrant, signed by Her Highness, the Grand
might be other spies about – such as Hermann – Duchess of Talabheim, the rampaging and
who will report their cowardice to the Graf. The merciless Bandit and Murderer known in these
GM should allow the PCs to discuss their parts as the Wyrm has been sentence to death
options through the night and into the morning. by hanging for his many crimes. Such offences
In the end, the PCs will (hopefully) continue to include murder, rape, the destruction of
play the heroes and undertake the mission. property, theft, lewd acts, and the worship of
forbidden gods. May he suffer at the end of
Shortly after dawn, a Black Fire coach departs the rope until the time the Mórr sends his
with its passengers for the journey to Wurtbad. ravens to pluck out the eyes of the Wyrm and
Gutless PCs seeking to flee from a life of danger takes his soul to whatever eternal punishment
and intrigue may attempt to book passage. The befits the criminal’s heinous acts.”
coach is full and no passenger is inclined to give
up their seat for anything less than 100 GCs. As the town crier rolls up the parchment, the
The amount is absurdly high, but that’s the way Wyrm lets forth a stream of profanity
it is. A PC would have to successfully pass a questioning the parentage of the various
Bargain test (+10 for Charm) in order to get a officials, including the Grand Duchess, and
passenger to agree to a price of 80 GCs. raising questions as to the nature of their carnal
tastes. The executioner only allows the Wyrm a
By late morning, a crowd begins to gather at the few moments to utter his obscenities before
Hangman’s Inn. Watching the execution of a pulling the lever that drops the trapdoor beneath
criminal is considered one of the more exciting the criminal’s feet. When the tightening noose
forms of entertainment for the townfolk of halts the Wyrm’s fall, his legs convulse in what
Talagraad. It is only exceeded in popularity by is known as “Mórr’s Dance.” The Wyrm
pit fighting, bear baiting, and a snotball match dangles at the end of the rope as he is slowly
against the Hochlander rivals from Langwiese. throttled to death. No one from the crowd will
Unlike the other three, a public hanging is rush forth to pull on the Wyrm’s legs with the
considered a safe venue for the entire family. intent of breaking his neck and giving the
highwayman a quick death. Some will jeer the
Hearty jeers announce the arrival of the cart with dying man while others depart. A number of
a wretched-looking, bound man. The man’s hair onlookers head to the Hangman’s Inn for a pint
is matted and clothes stained from the fruits and before continuing on.
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26
Hours pass until mid-afternoon when a man on He then opens his satchel and pulls out a rolled
a horse arrives from the north. The man is parchment bound with a blue ribbon and sealed
wearing a blue armband with a patch bearing with wax. Any PC with the Heraldry skill must
the insignia of Middenheim on it. The courier pass an Int+10 test to recognise the impression
enters the common room looking about. If he on the wax as belonging to the signet ring of the
doesn’t spy the PCs, he will approach Hermann Chancellor of Middenheim. If the PCs begin to
and ask about them. The innkeeper directs the open the message in public, Ernst will politely
Middenheimer to the PCs. suggest that they might wish to read it in private.
He then announces he must depart and will
The messenger walks to the PCs and introduces request that one of the PCs make their mark on
himself as Ernst Blücher, a courier in the service another paper the courier is carrying to
of Frederick Reuchlin, chancellor of acknowledge their receipt of the letter.
Middenheim (and successor to Josef Sparsam).

*****Handout #2*****

Gentles,

I trust that this communiqué finds you in excellent health.

It is my duty to inform you that you must proceed to the city of Bergsburg. Once you
have arrived, continue to the Bear’s Bait in the Beilheim district of that city. Be there
on 18 Pflugzeit by 9:00 P.M One of my men, Captain Franz von Holzbeck, will
contact you.

The watchword is discretion.

Your Eminence, Grand Master of the Knights Panther,

Hermann von Plauen

Having passed through this way on their way to The overweight and jovial Otto engages
Kislev, the PCs can recall that the journey to strangers on news and rumours. If he is
Bergsburg from Talagraad would take about eight approached on the evening before the PCs plan
days on foot. The PCs could try to arrange for to travel, he can arrange for four to sit within the
other means of travel, but these may be costlier coach while any others would have to make do
than they could afford. with a ride on the top. The rate for each
passenger is 7 GCs per day, payable in advance.
Should the PCs approach Hermann about coaches The PCs may try to haggle with Otto, but they’ll
travelling to Bergsburg, the innkeeper suggests do no better than 5 GCs per person per day.
they inquire at the Bald Badger inn. The Should the PCs try to arrange bookings on the
sprawling inn is located at the start of the road morning they wish to travel, they will be out of
that leads to Talabheim and serves as the southern luck.
terminus for Hochland Crossing Coaches.
Otto is one of the informants used by the Sons of
The Bald Badger Ulric to identify Ulricans of considerable ability
The Hochland Crossing Coaches leases space at for possible recruitment, as well as Sigmarite
this inn. Should the PCs inquire about booking a spies. One could say that Otto likes the
trip, the innkeeper, Adolphus Pilzner, motions dangerous life given that he is also an agent for
them towards Otto Kretchner, agent for the the Denethal Society of Entrepreneurs, a fancy
coaching line. name for a group of “gentlemen” engaged in the

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slaving trade along the Talabec. Otto keeps an prize. In this scenario, Otto makes no attempt
eye out for lonely, young people to whom he on the more heavily armed and capable PCs.
willingly lends a sympathetic ear. His real
intent is to ensure that the disappearance of any Over the Hills and Through the Woods
given person would go unnoticed. So assured, The following chart assumes the PCs are
he then arranges with Adolphus to mix a travelling on foot at a reasonable pace. It is
sleeping draught in the prospective victim’s conceivable that the PCs might find some way to
drink before they call it a night. Adolphus’ speed up their travel (remember, stealing horses is
bouncers, Diehl and Johannes, then secretly a capital offence and punishment is usually dealt
move the drugged victim to a holding cell in the at the end of a rope). GMs may wish to add an
cellar until slavers come along to collect their encounter or two in order to make the trip livelier.

Day Events/Stopping Point


11 Pflugzeit Arrival at village of Langwiese.
Grand Duke von Bildhofen, Grand Duke von Krieglitz, and Baron Nikse meet
at a hunting lodge near Delberz to discuss strategy in likelihood of war.
12 Pflugzeit Arrival at village of Barwedel.
13 Pflugzeit Arrival at village of Flaschfurt.
Meeting between the three Ulrican provincial rulers ends with an agreement to
keep Graf Todbringer of Middenheim unaware of their plans and to block any
subsequent attempt by the Graf to use his army in a manner opposed to their
goals. Each returns to his respective province.
14 Pflugzeit Arrival at town of Heedenhof
15 Pflugzeit Arrival at the coaching Inn of the Strutting Pheasant
16 Pflugzeit Arrival at the coaching Inn of Hanged Goblin
17 Pflugzeit Arrival at village of Garssen.
18 Pflugzeit Arrival at Bergsburg.
The armies of Ostland and Talabecland are mustering along the border.

Hitching a Ride divulge whatever rumours he has heard for a


In order to leave Talagraad for Bergsburg, the price (he’s cheap as he will talk for about 4
PCs must first cross the River Talabec. Tobias shillings). Given his trade, Tobias knows all
Fähremann has ferried people across the the rumours listed above for Ostland and
Talabec for some twenty years, though he Talabecland as well as those described below
looks like he’s been doing this for twice as for Hochland.
long (the loss of some teeth and foul breath
contribute to this misconception). His sons, Tobias offloads his passenger near a circular
Ernst and Walter, help him pull the rope to get temple on the north bank. Though the shape
his passengers across as quickly as they can. and the construction of the structure suggest it
is dedicated to Taal, the temple is actually
Tobias charges 10 shillings per person for a dedicated to Karog, god of the river in these
one-way trip across the river. If the PCs are parts. Tobias or one of his sons will make an
travelling by coach, their fare on Tobias’ ferry offering to the deity before they return to
is already covered. Despite the fact that Talagraad.
neither he nor his sons are very talkative,
Tobias does hear a great deal and will likely

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The news/rumors at this stage of the journey are outside the inn. The seated man is wearing full
as follow: plate over a dark green slashed tunic and a
Hochland: wide brim hat topped with several large red
!" Ludenhof is taking over Hochland. He'll get and green feathers. A ragged queue of six or
the young Tussen-Hochen girl Simone, and I seven village men, mostly in the late teens and
doubt he will wait until the mother dies early twenties, stand before the table,
before he takes final control. providing their names so that the seated man
can enter them into his ledger. An armband of
!" No wonder! He has had some hold on the old red and green, wooden shield, and axe are
Baroness for years. Some say that he provided to each enlistee. They are then
compromised her - arranged for her to be instructed to place their belongings and
seduced by a young rake and then threatened equipment on one of three wagons in the back
to expose her indiscretion if she did not give of the inn, as they will be leaving for the east
in to his demands. in the morning.
!" Beware when travelling the Old Forest Road
One of the liveried men notices the PCs and
to Bergsburg. A number of woodsmen from
calls to the male members, “You there. Today
the villages on the route have mysteriously
is your lucky day. Count Ludenhof of Hergig
disappeared.
is looking for volunteers to join his growing
!" Ludenhof has stripped many of the villages army. So get you to the back of the queue.
of their menfolk for the army he’s raising. I We’re sure that you’d not want to disappoint
bet the women left behind are feeling a bit the Count.” Simply refusing to join may cause
lonely, if you get my drift. the PCs some problems with the soldiers, but
!" I hear the Ostlanders have rebuilt the nothing that should erupt into violence – unless
Struhelspan Bridge north of Hergig. I guess they threaten the authority of the Count’s men
those scum plan on raiding eastern in some fashion. Given their need to reach
Hochland next. Bergsburg, the PCs should be disinclined to do
anything that could jeopardize their mission.
!" Things are going downhill fast. Last year’s
summer harvest was bad enough, but the If the PCs bring forth their medallion
weather has all but ruined the winter wheat. identifying them as Knights Panther, they will
Looks like lean times will continue into high arouse the attention and curiosity of Baron
summer. Konrad von Heeden, the man in the plate and
feathered hat. “You don’t look like Knights
!" Some of the remote farms have suffered from
Panther,” the Baron comments. “How do we
raids mounted by two-legged beasts in the
know you aren’t bandits who stole those
Drak Wald. I tell you, things are getting
medallions?” Von Heeden has no intention of
worse from one year to the next.
arresting the PCs, but he is interested in testing
Looking for a Few Good Men their meddle. If the PCs respond in any
This encounter can either be staged outside “The fashion that suggest timidity or unease, the
Nimble Frog” in the village of Langwiese or Baron becomes suspicious and assumes they
“The Sleeping Giant” in Heedenhof. Both are are impersonating Knights Panther. He will
coaching inns owned by Hochland Crossing inform the proper authorities of these
Coaches line. criminals, which will certainly result in the
PCs becoming wanted for one crime or
As the PCs arrive at the coaching inn – either another. Should the PCs be firm in whatever
on foot or by coach – after a day’s journey, response they give, von Heeden will simply
they will notice four soldiers wearing livery smile and forget the incident. There is no need
with a white cross and quartered in red and for the PCs to show von Heeden the letter they
green standing around a man seated at a table received from the Grand Master.

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At the Gates The PCs may try to use their Knights Panther
When the PCs arrive at the southern (Sudentor) medallion in order to gain an exemption from
gates of Bergsburg, they notice there is a long the gate tax. They will not succeed in
queue of persons and wagons waiting to enter accomplishing that goal, but they will be
the city. As is typical for Imperial cities and allowed to openly wear a mail shirt with the
large towns, anyone entering the city is assessed stipulation that the medallion is also worn
a gate tax of 1 GC per leg. A fair number of openly. This condition should give the PCs
travellers actually have papers or medallions that pause to determine if they wish to declare their
exempt them from the gate tax, including priests status for all to see.
and agents of recognised cults (Sigmar, Ulric,
Taal, Verena, Mórr, and Shallya), members of While waiting in line, the PCs should be able to
several specific guilds (such as the Merchants'), hear some of the following gossip:
nobility, licensed coaching lines including their
passengers, and any person granted special !" Ludenhof will surely take Bergsburg down
privilege in the name of the provincial ruling the path of ruin with his warmongering ways
family (in this case, the Tussen-Hochens). [such talk is treasonous].
!" I’ve heard that he’s planning on building a
Not only do the scribes and excisemen assigned
road linking Garssen to Krudenwald.
to this duty have to verify the status of the
exempt individuals and the manifests of the !" I’d wager that the aldermen in Krudenwald
coaches, but they must also record and collect have lined the pockets of the Count so he’d
the taxes from those who must pay. A team of favour their town over Bergsburg.
four to six guards enforce the law as well as
!" A seer was rumoured to have prophesised
collect any illegal weapons and armour. that pestilence will be the fate for Bergsburg
Generally,
and the rest of Hochland.
visitors are
only allowed !" Gossip has it that the old Baroness was
one hand suffering from dementia when she agreed to
weapon and the Count’s terms [such talk is treasonous]
dagger; !" War is coming. The Count will make sure
everything that the wicked Ostlanders will not raid the
else is folk in the east.
confiscated
(unless the !" Several farmsteads owned by Sigmarites
individual have been burnt down in the Drakwasser
has specific valley near the borderlands with
authorization Middenland.
given by the
proper city If the PCs ask about the Beilheim district, the
authority). guards at the gates (for consideration of a few
Those who shillings) provide directions and tell the PCs that
possess such it’s a place where many men-at-arms and
are given a soldiers call home. The taverns are loud and
receipt for harsh, but there isn’t much about which capable
their individuals need to concern themselves. The
weapons, incidence of crime is quite low and the streets
which they fairly safe. Should any PC wear Sigmarite
can collect symbols openly, the guards politely suggest that
once they such be placed under a tunic or concealed some
leave the city. other place. There are a number of Ulricans in

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30
the district who are blaming the recent troubles conversations as private as possible have
on Sigmarite agitation. already taken many of those along the sides and
[GM Note: The background information on in the corners. Looking about, the PCs will
Bergsburg used in this scenario comes from the easily note there are no non-humans (Dwarfs,
Bergsburg Project (www.Bergsburg.darcore.net). Elves, or Halflings) in the Bear’s Bait. The
We strongly urge GMs to look over the site and more extreme Ulricans who frequent the inn do
add whatever elements necessary to make this not take kindly to non-humans, especially
segment of the scenario more enjoyable for your Dwarfs, due to their association with the cult of
players]. Sigmar. If there are such PCs in the group, they
will get their share of dirty looks. So long as
Thrown to the Wolves they ignore the stares, non-human PCs are left
What the guards don’t mention to the PCs is that alone, though they will be glared at from time
the Beilheim district harbours the closest thing to time. Should the PC in question react with a
to religious radicalism one finds in normally threat or ill-mannered retort, then there is a
tolerant Bergsburg. Many of those residing the chance they will provoke a brawl (at the GM’s
district are men-at-arms that believe Bergsburg discretion). On the other hand, too meek a
should be (forcibly, if necessary) part of the response may also cause a brawl to erupt.
Ulrican alliance to counter the spread of the
Given the attention and scrutiny newcomers
insidious influence of the cult of Sigmar. Many
tend to receive, PCs with the Sixth Sense skill
are also highly troubled by the massacre at Bösel
will feel the a number of different people
and plan to join Count Ludenhof’s army.
gazing at them for varying lengths of time. As
A Night at the Bear’s Bait a result, the PCs are not able to pinpoint any
Located off the Ruhigerstrasse, the Bear’s Bait particular individual observing them.
(number 5 on the map below) is a large hall-
If they mind themselves and do not outwardly
like inn that provides for its loud and generally
wear any Sigmarite symbols, the PCs will
obnoxious clientele of men-at-arms,
likely be left alone. The clientele at the Bear’s
mercenaries, soldiers and a number of
Bait respect privacy as much as they are wary
Watchmen. The food here is little better than
of new faces. The PCs should also keep their
gruel and the ale barely passable. The straw on
Knights Panther medallion hidden if they do
the floor used to soak up the vile liquid wastes
not want those warriors who do recognise the
of the night before is cleaned out every
device to question them about Graf Boris’
morning by the local muckrakers and replaced
inaction in the face of Sigmarite aggression.
with new straw from the Threshers’ Guild.
Sometime after 9 PM when it looks clear that
The main attraction of the Bear’s Bait is the
the PCs are not bringing attention to themselves
converted beer cellar where the owner, who
(or sometime well after they have done so) in
simply goes by the name “Kudo,” runs a pit-
the crowded common room, a rough-looking,
fighting racket. Admission is only by
large man with a grizzled beard and the stench
invitation, so the twin bouncers – Ansel and
of stale ale ambles to their table. “I’ve been
Erich Hauptmann – are kept quite busy keeping
watching you for some time,” he says in a low
out the uninvited. Those who persist in
voice. “You look as if you’re waiting for
entering the restricted pit-fighting area usually
someone. Am I correct?”
get beaten until unconscious and, if they’re
lucky, left outside in the street where others can There is no correct answer here as Captain
urinate (or worse) on them. Franz von Holzbeck does recognise the PCs
from the description he was given. He pulls up
There are a few empty tables mostly in the
a chair – from another table if none available at
centre of the common room when the PCs
the PCs’ table – and sits down without waiting
arrive. Those who wish to keep their
for the PCs to invite him to do so. “I’ll make

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this quick,” he says in a low voice. “I have studying the religion of the Norse, then a
some information to deliver to you, but this is second and successful Int test is needed to
not the place to do so. In about an hour or so, recognise the area as a shrine to Mimm, a
head towards the west wall and turn north on lesser northern deity rumoured to have the
the Mauerweg once you get there. Continue ability to see the future.
on your way until you reach Jacobstrasse. Just
north of that is an old well in a courtyard amid The PCs do not have long to wait. The large
blossoming trees. It’s called Mimm’s Well. man from the Bear’s Bait arrives from the
I’ll meet you there. Don’t leave until fifteen opposite direction of where the PCs entered the
minutes or so after I do. You’ll get there courtyard.
before I do, as I need to make sure you’re not
followed. Remember, the watchword is In a quiet voice, the man says, “My apologies
discretion.” Without waiting for reaction from for the change in location. My name is Captain
the PCs or answering any hastily asked Franz von Holzbeck and, despite my
questions, the large man departs the Bear’s appearance, I am your comrade-in-arms. I am
Bait. pleased to report no one has followed you or,
more importantly, me to this place.”
To The Well
The GM should make the trip to Mimm’s Well “As with you, my first responsibility is the
as easy or as difficult as he chooses. There protection of Graf Boris and his family. I have
isn’t anyone in town looking for the PCs at been on a special assignment here in Bergsburg
this stage, but there’s no reason why the GM for the past seven months trying to uncover
should let the PCs know this. information about a group of fanatics who seek
to remove Graf Boris from his birthright. You
As the Watch frequent the Bear’s Bait, there have been sent here to take what little I have
are a number in the immediate vicinity. They learned about the Sons of Ulric and do
will be observant to any “strange” behaviour whatever you can to uncover and, if need be,
on the PCs part and, should any occur, intently disrupt their objectives. In the course of your
study the PCs just to be safe. The PCs may activities, you will also need to learn who their
take this behaviour in any manner they see fit. patrons are. I suspect there are powerful nobles
Those with the Sixth Sense skill should feel and ranking priests behind the Sons who would
particular unease, but this should pass the profit from the fall of the Todbringers.“
further away they get from the Bear’s Bait.
“As you may have heard, the Sons of Ulric
Numerous shops (all closed for the night) line attempted to assassinate the Grand Theogonist
the alleys near the courtyard. The smell of cut on the Altdorf-Middenheim Road two autumns
wood and prepared fur permeate the area. The ago. They failed and have since stirred up
well is found in the centre of the courtyard. trouble among the rural nobility and frightened
The surroundings are only lit by the light of the peasantry from their work. Their activities
the clear night (if the PCs arrive at 19 generally occur in eastern Middenland and
Pflugzeit, Mannslieb will be high in the sky, western Hochland. I suspect these are
three days before reaching full moon), which diversions that hide their true intentions.”
casts long shadows from the trees and
neighbouring buildings. Various charms hang “In any event, I have learned that an associate
from the branches of the surrounding trees. If or agent of the Sons of Ulric resides in
the PCs inspect the well, they will notice Bergsburg; a rather interesting choice to
elaborate carvings decorate the surface of its establish a residence. Perhaps the Sons believe
stone walls. PCs with the Theology skill must they could be easily concealed from their
pass an Int test to conclude that the well and enemies in a city of Shallya. The accomplice’s
its settings have religious significance. If the name is Wolfgang Blitzen, a zealot whose anti-
PC in question has spent considerable time Sigmarite beliefs are ideally matched to the

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Sons’. Do not underestimate the man. He’s a With that, von Holzbeck departs in the same
savage fighter and unrelenting foe. You can direction from which he arrived at the courtyard.
generally find him at the Wolf’s Head tavern,
which is on the main street in the Der Rachof, Sidebar: The Sons of Ulric
connecting Ruhigerstrasse to Jacobstrasse. You
should easily recognise Wolfgang. He’s a large This fanatical Ulrican organisation is
man with wild, unkempt dirty blond hair and dedicated to perpetrating the doctrine of
beard. He stands at six foot four inches and the Sigmarian Heresy and destruction of
weighs about 250 pounds. He also has a scar the cult of Sigmar. In its place, the Sons
across the left side of his face from forehead to of Ulric would see the resurgence of the
cheek. The wound cost him his left eye.” other religious cults from the north and
the reduction of the religious influences
“Before I depart, there are three things I should
from the southern Old World (Myrmidia,
tell you. First, from this point forward, I do not
Ranald, Shallya, and Verena). In their
know you, have never seen you before, and we
misbegotten view, the Teutognen nation
did not have this conversation. Second, hide
would comprise all lands north of the Stir
your medallions in a safe place. The Knights
and east of the Reik. In addition, the
Panther do not condone such activity as you may
Sons consider themselves the mortal
engage in and will disavow any knowledge of
descendants of Ulric himself and thus
you should you get caught or be killed. Finally,
born to lead the mighty Teutognen nation.
if the Sons learn you are associated with the
Knights Panther, your lives are forfeit. They see
The Sons of Ulric have come to an
the Knights, and Graf Boris, as appeasers to the
understanding that time is of the essence
Sigmarite powers in the Reikland.”
to achieve their goals before the
“Now I ask that you delay your departure for prophesised coming of the Everwinter.
five minutes after I’ve left. If you need a place According to Ulrican legend, the Final
to stay in Bergsburg, may I suggest the Gold Battle of Reckoning will commence after
Nugget Inn? Hugo Zungenbrecher runs the the Eternal Flame of Ulric is extinguished
establishment. It’s reasonably priced and the and the entire world become enshrouded
food and ale good. I recommend the in a winter of no end. At that time, the
Drakwasser Lager.” race of Men will rise together to oppose
the forces arrayed against Humanity,
“One last thing. If you are in desperate straits whilst Ulric leads his brother Taal and
and have nowhere else to turn, go to the their sons (Manann and Mórr) to battle
Middenheim House in the Rolandsbrucke against the Ruinous Powers. In this final
district Just travel towards the Löwentor Gate on battle, the warriors of old whose spirits
Middenweg and turn right onto Frostigweg. The had been trusted to Mórr’s care will also
House is across from the Temple of Ulric to its rise and take up arms to aid Humanity at
right as you face the temple doors. Ask for its darkest hour.
Baron Eduard von Münsterberg and show your
medallion. He’ll provide what you need or While there’s little doubt of their
arrange for it. Keep in mind you should only go fanaticism, the Sons of Ulric are not as
to him if things are dire as your presence may highly organised as they lead the
compromise his mission.” authorities to believe. They are also
allied with the Cult of the Howling One,
“May Ulric and Sigmar protect you in this whose main operations are conducted in
endeavour.” Ostland.

Empire at War
33
Enter the Wolf’s Den
In this section, the PCs must find a way to pantheon, might be able to pull this off. Dwarfs
disrupt plans made by the Sons of Ulric in and Sigmarite PCs would still have difficulties.
alliance with the Cult of the Howling Ones. Moreover, the Sons would still demand proof of
They must be prevented from achieving their the PCs’ dedication to the cause as in the first
deadly agenda. Moreover, the PCs must uncover option.
those individuals whose own scheme is to use
the fanatical Ulricans to achieve their own A third possibility would have some of the PCs
ambitions. In the course of their efforts, the PCs join the Sons or form an allied group while those
must take advantage of whatever opportunities who would have had difficulties remain behind in
arise to either cripple or destroy the two an alternative capacity. In addition to the issue of
organisations. Failure to achieve their objectives prerequisite proof detailed above, this course
could well place the PCs themselves in jeopardy. would cause considerable GM headaches and
slow play.
Bergsburg may seem to be an odd place for the
Sons of Ulric to have a presence. The reality is The PCs might consider finding a means to
that the city’s rulers and officials possess compromise Wolfgang Blitzen in order to compel
Shallyan tendencies. These make them blind to the Sons of Ulric agent to talk to them. This
the possibility that a violent, extremist group might involve some sort of blackmail, which
like the Sons could use the city as a means of would be tricky to manage as such is not too
recruiting and deploying those who share their likely to work on a dedicated fanatic. In any
beliefs. event, the PCs would have to do a lot of
investigation and analysis to have any chance of
success with this approach.
What to Do?
With some assistance, the PCs could rescue the
The PCs may consider several options in order
Sons’ agent from an assault (Wolfgang is sure to
to achieve their appointed task. This assumes
have enemies) or kidnap attempt. A grateful
they have not packed their bags and fled to the
Wolfgang might then be used to gain information
safety of the southern provinces.
and subsequently left as a traitor to the cause,
One option is to infiltrate the Sons of Ulric. further covering the PCs’ tracks. To make the
This course is particularly tricky if any of the kidnap “real,” the PCs would need to find and
PCs are Dwarfs, Elves, or Sigmarite Priests. dupe Sigmarite templars, or someone similar, into
The Sons of Ulric detest non-humans and see trying to take Wolfgang. This could be a delicate
them as members of dying races that conspire to and dangerous game to play. The PCs could use
profit off humanity. In addition, the Sons of one of his or her own to play the part of the
Ulric are naturally suspicious of newcomers Sigmarite agent, but this carries great risk unless
seeking to join their ranks. Thus, such the PCs are prepared to kill Wolfgang once he has
individuals may have to prove their worthiness served his purpose.
to join the Sons’ cause. This may entail
The PCs could choose to take a more direct
demonstrating that they, too, are willing to kill
approach. One which comes to mind is that they
suspected Sigmarites.
could rough up Wolfgang in order to make him
As a second course of action, the PCs could pass talk. This could be a bit dangerous given
themselves off as an allied group, like the Cult Wolfgang’s size and fighting ability. A safer
of the Howling One. Elf PCs, if they can come approach might be for the PCs to set up a tail
across as devout believers in Taal (or any of his and follow the target to learn his routines and
aspects, such as Karog, Torothal, or Kurnous) contacts. In this manner, the PCs could
and opposed to the inclusion of Sigmar in the old determine where Wolfgang likely resides and

Empire at War
34
break in to search for some clues – such as the 3. They are having secret meetings with the
meeting place of Sons of Ulric – while he is Baroness. She is looking awfully
absent. The question here for the PCs to distressed these weeks.
determine is whether there would be any records
!" Count Ludenhof and his men-at-arms are on
of such or Wolfgang would only have received
their way to town:
that information verbally.
1. He is coming to take the Baroness’ throne.
The PCs could also kidnap or assassinate About time! – We need a strong man to
Wolfgang, then set a watch to see if anyone protect us from the Sigmarites.
comes looking for him. The risk there is that the 2. Shallya have mercy on us – the war in the
person checking on the agent might not be east is finding its way to Bergsburg now.
affiliated with the Sons. 3. The count has some hold on Baroness
Hildegarde. He will not leave town empty
The GM may have to modify the information in handed!
this section to tailor it to whatever actions the
PCs undertake. !" My niece works up at the castle. She says that
Lady Simone has stayed in bed for a week
now, even though the doctors claim she is not
At the Sign of the Gold Nugget sick. I wonder what is wrong.
The Gold Nugget Inn (number 3 on the Beilheim !" There have been a few cases of a mysterious
map) is located on the Der Klein Dampf, across new illness down in Helmsberg. Sufferers
the street from the Verenstadt district. Once the erupt in a bright red rash across their face
PCs enter the establishment, they notice some of and chest and feel extremely enervated. A
the clientele look – and smell – as if they have couple of Shallyan priests have been down
just come from the surrounding hills after weeks there to investigate.
in the wilderness. These patrons have shaggy
!" (from an academic source) The Temple of
beards and wear old, worn-out clothing. Other
Verena has lost a couple priceless volumes of
customers are a mix of locals and out-of-
military history - I'd not read them but
towners. PCs passing an Observe test will
apparently they dealt with the Hochland
notice the furniture is nailed to the floor.
nobility's battles over the centuries.
Room rates are standard at the Gold Nugget. A !" The town militia is mustering! Chances are
private room for up to 4 people costs 30 shillings they will join the rest of our army to fight the
a night and a stay in the common room is 2 cursed Sigmarites in Ostland.
shillings per person per night. Food ranges from
3 to 7 shillings per meal. A pint of Drakwasser !" The local Sigmarites have been keeping a low
Lager costs 1/4 and is quite good in comparison profile since Father Mueller of the Sigmarite
with the watered down version normally church was assaulted last week by Ulrican
available for 9 pennies a pint. thugs.
!" Someone burned a couple of books in the
If the PCs linger about the common room, they Temple of Verena library! Can you believe it?
might hear some of the following rumours: That's blasphemy, isn't it?
!" Some important dwarfs from the mountains !" They fished a massive dead rat out of the
far away have arrived in town: Drakwasser. It had got tangled on the chains
1. They are planning a conquest with the of the Kettenschrank. Apparently it had
dwarfs in the dwarfen chapel. webbed feet.
2. They have come to assist us against So long as the PCs don’t bring any trouble back
those damn Sigmarite aggressors. As we to the inn, they will be allowed to stay here as
speak, they are meeting with the officers long as they like.
at the castle
Empire at War
35
On the Hunt The PCs may decide to discreetly observe the
The Wolf’s Head tavern (unmarked on the map) is Wolf’s Head tavern so as to learn of Wolfgang’s
a smoky and dimly lit tavern frequented by many routine and track him back to where he lives.
of those take their strength from their veneration Wolfgang generally arrives at the tavern in the
of Ulric. This establishment is a place frequented mid-afternoon and stays until an hour or two
by those who offer dangerous employment and before midnight. Given his size, Wolfgang has
those in search of it. Mercenaries are hired for little fear of any unpleasant encounters with which
services which might include the army being others might be concerned. When at the Wolf’s
raised by Count Ludenhof or guard duty for Head, Wolfgang sits at the table furthest away
merchants travelling the Old Forest Road between from the fireplace. During his time there, a
Talabheim and Middenheim number of people pay Wolfgang a visit to
exchange information and, in some cases,
The barkeep is a large man in his forties named reminisce. PCs with the Acute Hearing and Lip
Uhler Schwartzmann. The fare at the Wolf’s Reading skills may pick up on some of these
Head is passable at best. The house special, Black conversations.
Oak Bitter, is a heavy drink and quite strong,
which Uhler sells at 2 shillings a pint. Over a few days of “eavesdropping,” the PCs will
get a sense that Wolfgang has a keen interest in
Uhler Schwartzmann is a former mercenary any news concerning battles between Talabecland
sergeant whose muscles have turned to fat over and Ostland as well as movement of Count
the years. If asked about Wolfgang Blitzen, Ludenhof’s troops to the borders with Ostland.
Uhler will look suspiciously at the PCs and ask, Wolfgang is also particularly concerned about
“Who wants to know?” A bribe of at least 2 GCs raids on some of the isolated farmsteads in eastern
would be in order if the PCs don’t want Uhler to and southern Middenland and the “word”
inform Wolfgang of their interest. circulating among the Ulricans in Bergsburg.

Wolfgang has a reputation in the Wolf’s Head of In addition, careful observation by the PCs
being a ferocious fighter, strong in his anti-Sigmar reveals that Wolfgang has several contracts with
beliefs, and very temperamental. His size and which he regularly exchanges information. The
looks could give one the faulty impression that the timing of these meetings varies from one day to
large warrior lacks intelligence. the next.
Wolfgang Blitzen, Member - The Sons of Ulric
It is widely known in the tavern that Wolfgang was once a member of the Teutognen Guard
until an altercation with a senior officer resulted in his dismissal from the Order and departure
from Middenheim. Wolfgang arrived in Bergsburg around six months ago and has been a
regular at the Wolf’s Head ever since. He has become a recruiter to the various Ulrican
mercenary groups that operate out of Bergsburg – even those whose existence are not known
to the city’s authorities – as well as someone who has cultivated connections with other
Ulricans looking for someone to hire for various jobs.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 68 30 6* 6 15 64 3 52 56 57 55 57 51
Skills: Consume Alcohol, Disarm, Dodge Blow, Heraldry, Read/Write (Reikspiel), Ride-
Horse, Scroll Lore, Secret Language-Battle, Secret Language- Classical, Secret Signs-
Templar, Sixth Sense, Specialist Weapon- Two-Handed, Strike Mighty Blow, Street
Fighter, Strike to Injure, Strike to Stun, Theology, Very Strong*

Equipment: Sword, Wolf Head medallion around neck, writing kit, wolf’s head signet ring,
paper, sealing wax, and purse (32 GCs, 12 shillings, 8 pennies)

Empire at War
36
One such contact is a short and stocky man (5 inquiries seem to be like those of a recruiter.
ft 5in, 160 lbs) named Günter Carstens who
stops by to have a drink or two with Wolfgang. The individuals Günter brings are looking for a
They either exchange news and gossip or letter of introduction so they can find
Günter brings someone new to introduce to employment among the
Wolfgang. He does not know of Wolfgang’s various Ulrican
affiliation with the Sons. He does know the interests in
large man likes to meet any new arrivals from Bergsburg. The
the Ulricans provinces, especially those job seeker
looking for work and who share Wolfgang’s answers
hatred of Sigmarites. Wolfgang is a man who Wolfgang’s
seems to be able to find suitable work for these question so Herr
newcomers. Blitzen can
determine the
Günter believes that Wolfgang is somehow best fit for the
connected with someone in the hierarchy of the stranger. Once
cult of Ulric and an agent for several Ulrican he’s satisfied, Wolfgang writes a letter of
mercenary companies. Soon after the introduction and seals it with wax. He then
introductions, Günter departs so Wolfgang can instructs the newcomer on where to take the
carry on with the new acquaintance. If the PCs letter and wishes him the best. The receiver of
manoeuvre themselves to listen to these the letter is expected to at least buy Wolfgang a
conversations, they learn that Wolfgang’s pint in thanks.

Günter Carstens, Mercenary

Günter arrived from Talabheim a year ago and has made Bergsburg his base of operations. He met
Wolfgang when the latter arrived from Middenheim. Günter is not an Ulrican extremist though he
tends to believe some of the Sigmarite conspiracy theories that Wolfgang fervently embraces.
Still, the two are good friends.

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 43 41 4 3 8 42 2 31 41 32 41 32 31

Skills: Disarm, Dodge Blow, Drive Cart, Secret Language-Battle, Strike Mighty Blow, Strike to
Stun

Equipment: Sword, and purse (6 GCs, 10 shillings, 8 pennies)

Another of Wolfgang’s regular contacts is member of the Teutognen Guard in


Torsten Gauss, an Ulrican member of Middenheim and has a great dislike for the
Bergsburg’s garrison who also happened to be Knights Panther.
working at the southern gates when the PCs
arrived earlier on 19 Pflugzeit. If the PCs GMs may have Torsten meet with Wolfgang
showed their Knights Panther medallions then, when the PCs are first in the Wolf’s Head
Torsten (5 ft 9 in, 154 lbs) will inform observing Wolfgang. When Torsten enters the
Wolfgang of the Knights Panther presence at Wolf’s Head, he generally has a couple of pints
his first opportunity. Otherwise Torsten will with Wolfgang while discussing anything of
have no recollection of any of them. While interest he or his fellows have seen entering or
Torsten is not familiar with Wolfgang’s ties to departing from the city.
the Sons, he knows the man is a former
Empire at War
37
Torsten Gauss, Soldier
A native Hochlander, Torsten came to Bergsburg three years ago from Heedenhof. He joined the
garrison soon after arriving and settled in the Beilheim district. Living in this district exposed
Torsten to anti-Sigmarite sentiment and he has since become a devout follower of the “old”
religion (Ulric, Taal, Rhya, Manann, and Mórr). Torsten became one of Wolfgang’s contacts and
confidantes after spending some time with his neighbour. Torsten is constantly on the lookout for
any Knights Panther as Wolfgang has convinced him that he suspects members of that Order seek
to remove him for some unspecified past deeds.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 43 41 3 3 8 42 2 31 41 32 31 32 31
Skills: Animal Care. Disarm, Dodge Blow, Secret Language-Battle, Street Fighting, Strike
Mighty Blow
Equipment: Sword, and purse (7 GCs, 8 shillings, 6 pennies)

Markus Staudinger is the last of Wolfgang’s beating. In a few cases, the troublesome
regular contacts. Markus knows of the former individual simply “disappears.” In essence,
Teutognen Guard’s ties to the Sons of Ulric and Markus and his men provide whatever
is an ardent supporter. Roughly the same discipline Wolfgang deems necessary to
height and weight as Torsten, Markus is a maintain a sense of responsibility to his fellow
Watch Sergeant of the Beilheim district. Ulricans
Markus’ arrival tends to portend that something
is going to happen to someone. Should His willingness to do violence on behalf of
Wolfgang receive news that someone for whom Wolfgang also means Markus will arrange for
he has provided an introductory letter is some misfortune to occur to Wolfgang’s
causing problems of some sort, he will instruct enemies (the large man has a few from his days
Markus to express his “displeasure” to the in Middenheim). Should Wolfgang discover
individual in question. Depending upon the the PCs, Markus has a number of Watchmen he
specific problem, such “expressions” could specifically recruited for his patrol who will do
range from a simple warning to an extensive whatever he orders.

Markus Staudinger, Beilheim Watch Sergeant

A native Bergsburger from a staunch Ulric family, Markus has become disenchanted with the
“weaklings” that Ar-Ulric sends to run the temple in the city. Markus is a rather sadistic man who
enjoys causing problems for any Sigmarites and Shallyans venturing into his turf in Der Rachof.
Respecting strength, Markus befriended the powerful Wolfgang soon after the latter’s arrival.

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 53 51 4 4 10 52 2 41 43 42 41 42 41

Skills: Consume Alcohol, Gamble, Read/Write (Reikspiel), Secret Language-Battle, Street


Fighter, Strike Mighty Blow, Strike to Stun

Equipment: Leather Jack (0/1AP body/arms), Sword, Club, Lantern, and purse (12 GCs, 15
shillings, 7 pennies)

Empire at War
38
Markus’ Special Unit of 1D6+4 Watchmen (ex-Pit Fighters)

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 53 41 4 4 8 42 2 41 31 30 41 32 31

Skills: Disarm, Dodge Blow, Specialist Weapon- Fist, Specialist Weapon- Parrying, Specialist
Weapon- Two-Handed, Strike Mighty Blow, Strike to Stun

Equipment: Leather Jack (0/1AP body/arms), Sword, Club, Knuckledusters (WS-10, S-1),
Lantern, and purse (2 GCs, 12 shillings, 10 pennies)

Assuming that the PCs do not intervene, the course of the next 18 days (obviously, the GM
following provides activities for Wolfgang, the may need to alter the events above in reaction to
Sons of Ulric’s and related entities over the any effort put forth by the PCs):

Day Events
19 Pflugzeit While his army is mustering at Hergig, Count Ludenhof arrives and meets with
the Tussen-Hochens in Bergsburg. He is engaged to the Hochland heiress and
appointed Grossmarschall of Hochland.
20 Pflugzeit With much ceremony, Count Ludenhof departs from Bergsburg in the late
morning.
21 Pflugzeit Leberecht Eucken, lieutenant of the Ulrican renegade priest Chedwic Wanner,
and member of the anti-Sigmarite Cult of the Howling One, arrives in
Bergsburg in the late afternoon. Meeting him at the southern gate, Torsten
Gauss arranges a meeting between Leberecht and Wolfgang for the next day.
22 Pflugzeit Leberecht and Wolfgang meet at the Wolf’s Head Tavern at dusk.
23 Pflugzeit Leberecht departs in the early morning. The erstwhile Ulrican Witch-Hunter
Bernd Küster arrives in Bergsburg. He sends word that night via an
unsuspecting courier to Wolfgang in order to set up a meeting for the next day at
the Heads of Ulric on the Mauerweg.
24 Pflugzeit Bernd meets with Wolfgang.
25 Pflugzeit A young and newly arrived Ulrican priest from Middenheim, Justus von Heyse,
is murdered just before midnight. His murderer carved the symbol of a twin-
tailed comet on the dead man’s chest. The wolf’s head symbol on the robes is
cut away and any religious tokens removed. Torsten allows Bernd to leave
through the southern gate shortly after the murder.
26 Pflugzeit Bells toll at the Temple of Ulric for the slain priest and accusations against the
Temple of Sigmar fly. The Temple of Verena offers to mediate in the dispute.
Cult of the Howling One leaves their campsite just south of the river from
Garssen and makes its way towards Heedenhof. Bernd accompanies the cult as
liaison of the Sons of Ulric.
27 Pflugzeit Wolfgang receives message via an Ulrican sympathiser from the Sons of Ulric
leader in Middenheim to accompany the united band of extremists so as to
oversee their activities. Before departing, Wolfgang meets with Markus to go
over recent events and leaves his contract with a message for Middenheim to
send the next day.
Empire at War
39
Day Events
28 Pflugzeit Markus arranges for a courier to take Wolfgang’s message to Middenheim.
29 Pflugzeit Cult of the Howling One meets the Sons of Ulric led by Reinhardt von
Kutenholz at a clearing just south of Heedenhof. Final plans are made to strike
a blow against the hated Sigmarites.
30 Pflugzeit The fanatical Ulrican alliance arrives north of Flaschfurt sometime after sunset
and sets camp. Wolfgang arrives in the village several hours later.
31 Pflugzeit Wolfgang meets with the extremist band that morning and informs Reinhardt
von Kutenholz of the change in plans. Reinhardt has been summoned to return
to Middenheim. The band then departs, using a little-used pathway connecting
the villages of Flaschfurt and Lüthorst.
32 Pflugzeit Reinhardt departs at first light east towards the village of Berwedel rather than
northward towards Bergsburg and Middenheim. Count Ludenhof arrives with
his entourage at Hergig. The Count dispatches a message to Grand Duke von
Krieglitz informing him of the Count’s appointment over Hochland’s armies and
inquiring about any orders from his liege.
33 Pflugzeit Reinhardt arrives in Langwiese in the late afternoon. Meets his Purple Hand
contact, Gebhard Bergius, to exchange information. Later that night, Reinhardt
murders Gebhard.
1 Sigmarzeit An hour before dawn, Reinhardt departs Langwiese and rides to west on the
road to Middenheim. The alliance of the Sons and the Howling Ones reach
Tussenhof early in the morning. They are deployed along the river in ambush
for the riverboats carrying the Ostland delegation en route to attend a meeting
called by the Grand Theogonist in Altdorf Grand Duke von Krieglitz receives
Count Ludenhof’s message and sends a military delegation to Hergig to co-
ordinate the war effort against Ostland.

Tracking Large Prey Typically, Wolfgang ignores the clergy there as


In the course of following Wolfgang, the PCs he despises each of them for being weaklings.
may decide to track the big man to his residence
in Der Rachof section of Beilheim. After [GM Note: Priests of Ulric are typically
spending the evening at the Wolf’s Head, assigned to Bergsburg if they have more of a
Wolfgang makes his way in a north-western moderate bent to their viewpoints or they are
direction towards his ground floor, one-room flat sent by cult officials as punishment for some
in a nearby tenement. He generally carries a previous offence. Examples of such NPCs can
flask filled with Black Oak Bitter. Unless he be found at www.Bergsburg.darcore.net.]
plans to meet with either Torsten or Markus that
night, Wolfgang turns in about an hour after he The PCs need to be careful trailing Wolfgang.
arrives. Though he may look like he is unaware,
Wolfgang has a good sense to know when he is
Like clockwork, Wolfgang awakes at the first being followed by any who do not take the
light of dawn. In about an hour, he departs from simplest of precautions. For the PCs to be
the flat and conducts whatever business he plans successful and undetected, they will have to be
for the day before going to the Wolf’s Head. At smart with their surveillance technique. An
some point, before going to the tavern (and the example would be a “tag team” approach
timing differs from day to day), Wolfgang stops wherein one PC follows Wolfgang for some time
by the temple of Ulric in the Rolandsbrucke before giving way to another PC. Later, the PCs
district where he will spend time in prayer. would compare their “notes” and start putting
together a sense of Wolfgang’s routines.
Empire at War
40
While Wolfgang sits in the Wolf’s Head, his opening it, the PCs find mundane
residence is unoccupied. PCs may take this correspondence between Wolfgang and the
opportunity to break into the large man’s flat to various mercenary groups and business to which
see if they can find anything incriminating. The he refers those looking for work. Most are
PCs would have to be rather cagey to have agreements that stipulate the terms of the
determined which of the flats belongs to commissions paid to Herr Blitzen. At the
Wolfgang. Assuming the PCs have successfully bottom of the stack is correspondence from
determined which door leads to Wolfgang’s Middenheim. Most are inquiring about status of
domicile, they will find the door locked (CR Wolfgang’s activities. There is one that should
15%). The PCs have to be careful to working spark special interest.
quietly as many of Wolfgang’s neighbours have
a tendency to react poorly to strangers making
noise in the hallways. They are also likely to *****Handout #3*****
inform Wolfgang of strange goings on outside
his door. Everything is proceeding as
planned.
Should the PCs manage to gain entrance without
causing an alarm to be sounded, they will find You should be contacted by one of
the interior rather austere. The room is only Herr Wanner’s men around 20
furnished with a cot, two tables, two chairs, and Pflugzeit. The Priest of Ulric from
a large chest at the foot of the cot. The chest is Ostland has agreed to the terms of
locked (CR 5%) and only contains Wolfgang’s alliance and will join us in our next
clothing. The smaller table is located next to the strike against the Sigmarites.
bed with a large bowl, towel, and pitcher of
water for washing. The larger table and two You should also be receiving a visit
chairs are situated next to the single shuttered from one of our more enthusiastic
window looking out onto an alleyway. On its fellows around that same time.
top is a large candle in its holder, a small keg of Beyond joining our new allies
ale (half empty), two tankards and a stack of along with other of our fellows, he
paper. has a purpose in that spineless
town to strike a blow against the
PCs reviewing the writing on the papers note appeasers in the cult. This should
they represent a record – the names of people for also send a message to the
whom Wolfgang found employment. There is powerful in Middenheim that we
nothing noteworthy about the names or the consider those who have not come
manner of employment where the individuals to see the evil of the Sigmarites as
have been placed. Many have been employed witless tools of that accursed cult.
by mercenary bands, while others among One last thing: You’ll need to
businesses in the Beilheim district. There are arrange for the departure of this
notations next to some of the individuals man. He is to join our new allies
indicating that they have paid Wolfgang some as they travel south.
compensation for his troubles on their behalf. A
more thorough review of the documents indicate May Ulric grant us strength in our
that Wolfgang receives an average total of 5GCs holy war against the daemon-
per week in gratitude and nothing in terms of worshipping cult of Sigmar.
fees for his placement efforts.
The Heir
A successful Search test finds loose floorboards
under the bed near the chamber pot. The PCs
will find a locked strongbox (CR 15%) in this The seal on the correspondence bears an image
concealed place. Should they succeed in of rampant wolf holding two axes, one in each

Empire at War
41
forepaw. On the left of the image is the letter “H” Wolfgang has decided to simply delay the meeting
and on the right the letter “T.” PCs with the as precaution. He wants to make sure he is
Heraldry skill will not be able to tell anything dealing with an actual contact from the Cult of the
from the design (it is, in fact, a design that Helmut Howling Ones and not an impostor. Wolfgang
Todbringer has not yet registered. He is planning also wants to see if the newly arrived liaison is
to do so once he comes to power). able to comport himself for a day. To this end, he
requests that Markus provide some sort of
Sidebar: Helmut Todbringer surveillance at the Golden Nugget and report
Related to both Graf Boris and Grand Theogonist anything out of the ordinary to him.
Yorri XV (Jan Todbringer), Baron Helmut
This situation may prove rather challenging for
Todbringer leads the main faction of the Sons of
the PCs as well. They should easily be able to
Ulric. He is younger than the bastard Baron
detect Markus’ men since there is nothing really
Heinrich and believes that he has the better claim
subtle about the former pit fighters.
to be successor to Graf Boris with the recent death
of the Graf’s only legitimate child, Baron Stefan. Markus’ men will rotate in shifts and those
In addition, Helmut is confident that he could best coming off their assignment update their
Baron Heinrich in single combat, which was the replacements before heading directly to the
manner Ulrican families traditionally determined Barracks and report their observations to Markus.
succession, although such practices went out of The Watch Sergeant then determines if any of the
fashion a long time ago and is only used in the information obtained is worth relying to
rarest of cases nowadays. Wolfgang. If so, Markus sends one of the Watch,
not one of his own men, to summon Wolfgang for
In Helmut’s view, Graf Boris accommodates the a meeting at the Wolf’s Head. Once the
Sigmarites far too much. When Helmut comes to messenger leaves, Markus departs to meet with
power, one of his first acts would be to execute those watching the Golden Nugget to gather more
Werner Stolz, High Capitular of Sigmar in current information.
Middenheim, and any who wish to come to the
defence of such traitors. In this same vein, Jan Should any of his men be killed, Markus will do
Todbringer would also meet a traitor’s death. An whatever he can to find and capture the
earlier attempt (described in Carrion up the Reik perpetrator. Anyone suspected of committing the
in Hogshead’s version of “Power behind the deed can expect to be tortured by Markus for both
Throne”) failed, but Helmut has those watching the information they may have and the Sergeant’s
the Altdorf-Middenheim Road be particularly alert sadistic pleasure.
for another opportunity.
At the appointed time, Leberecht arrives with
Meeting of the Minds Torsten. After quick introductions, Torsten
Leberecht Eucken arrives at the Sudentor Gate departs and Wolfgang orders two pints of ale,
in the mid-afternoon on 21 Pflugzeit. He has bread, and a large wedge of cheese to share with
journeyed from the encampment the Cult of the his guest. Meanwhile, Leberecht is casually
Howling One is setting up by in a clearing south looking about the tavern’s common room,
of the River Drakwasser near Garssen. He is seemingly noting the exits and sizing up the other
greeted at the gate by Torsten Gauss and escorted patrons. The two men engage in idle chatter
to his pre-arranged lodging at the Golden Nugget before moving on to real business. From time to
Inn. Torsten briefly leaves Leberecht at the inn to time, Wolfgang will take a glance about the room
get settled and heads to the Wolf’s Head to inform to ensure no one is paying too much attention to
Wolfgang of Herr Eucken’s arrival. Wolfgang the conversation. GMs should decide how much
informs Torsten to relay a message to the visitor information the PCs are able to gather from
that the meeting between the two men will take eavesdropping (successfully passing periodic
place tomorrow at the Wolf’s Head around sunset Listen tests for soft noise) or lip reading.
so they can discuss “matters of importance.”

Empire at War
42
When he is convinced that he can do so safely, from his flat just before the appointed time and
Wolfgang begins to lay out the plans to Leberecht. makes his way west on the Jacobstrasse.
The erstwhile Teutognen Guard tells the Howling Distrusting the mist, Wolfgang is alert to any
One cultist that Chedwic can expect to be joined potential ambush or anyone trailing him. The
by a Sons of Ulric war band in about seven days Mauerweg rises up several flights of stairs on the
at the rendezvous point just south of Garssen. rising gradient in the direction of Helmsberg Hill
Leberecht advises that the Ulrican priest has at the terminus of Jacobstrasse. At the top of
already established his camp at the sight. Mauerweg, there are five stone wolf heads with
Wolfgang nods his head before describing the gaping mouths staring out of the wall at waist
plot, which would lead the allied war bands to the height. Openings at the back of the mouths allow
area around Tussenhof. Wolfgang explains they for messages to be dropped into the locked iron
are to ambush a delegation of Sigmarite priests letterboxes. Only watch captains have access to
from Ostland passing through on their way to these boxes, often retrieving information from
Altdorf. The scheme calls for all on board to be informants.
slain, including the Lector from Wolfenburg. His
corpse will then be displayed on the boat before it Wolfgang ascends the stairs to meet a man dressed
is set adrift in the current to arrive in Altdorf days in black. The thickness of the air muffles the soft-
later. spoken conversation between the two men. The
PCs will have to get very lucky (or creative) to
At the conclusion of the meeting, Wolfgang hear any part of the conversation. This should be
suggests Leberecht accompany him to the Bear’s reflected in a –10 modifier to Listen tests for soft
Bait for a night’s entertainment. After all, it is too sounds they may attempt. Should the PCs
late in the day for Chedwic’s man to be departing succeed, they will overhear that the man in black
Bergsburg. Leberecht agrees to stay for the night. intends to send a message which the powers in
He departs at dawn the next morning. Middenheim cannot possibly miss. In addition, he
needs Wolfgang to arrange for his departure
On 23 Pflugzeit, Wolfgang returns to his daily shortly after midnight on 25 Pflugzeit. Wolfgang
routine. Shortly after dark, a scrawny teen-age tells the man in black he need only ask for Torsten
boy enters the Wolf’s Head and approaches Gauss at the Sudentor Gate and he will be
Wolfgang. “Sir? Beg pardon, but I have a note permitted to leave.
that I was told to deliver to you. The gentleman
said you would have a couple of shillings for me.” The conversation between the two men is short
Wolfgang takes the sealed note from the lad and and, once ended, the two depart in opposite
gives him five shillings. “Thank you, sir,” the lad directions. Wolfgang heads back towards his flat
says before he stumbles out of the tavern in his while the other man heads northward. Should the
excitement. PCs pass an Observe test (-10 for the misty
conditions, +10 Excellent Vision), they will catch
The note is from Bernd Küster, who recently a glimpse of the plate armour the man in black is
arrived in Bergsburg. Knowing the Middenheim wearing.
authorities want him, Bernd finds shelter in some
of the safe houses recently abandoned by the The PCs may decide to act decisively after either
Schwarzmantel due to pressing matters in the City of the two meetings. They could well decide to
of the White Wolf. The missive simply instructs waylay any of the three participants in order to
Wolfgang to meet with Bernd at the Heads of disrupt whatever plans may be hatching. One
Ulric on the Mauerweg an hour before dawn the downside to acting at this time is that the PCs
next morning. After reading the note, Wolfgang would not have any information to take with them
walks to the hearth and tosses it into the fire and to Middenheim.
then resumes his routine. The following table is meant to be an aid for the
GM to determine the effects on the course of
A morning mist rises from the Drakwasser and events resulting from any actions the PCs may
covers the city on 24 Pflugzeit. Wolfgang departs undertake:
Empire at War
43
Effect on …
PC Action Timing Sons of Ulric Cult of the Howling One Other
Kill or Before any Sends a signal to the Cult does not learn of Bernd’s
capture meetings Sons of Ulric that their plans to ambush Sigmarite assassination of
Wolfgang take place main cell in Bergsburg priests from Ostland. young Ulrican
has been uncovered. Return home. priest delayed for a
few days until he
All future activities in
can secure an
area halted. Planned
escape route.
ambush of Sigmarites
too far along to be
effected.
Kill Before Wolfgang concludes Chedwic may suspect Bernd carries out
Leberecht meeting that someone has treachery of some sort and his plan, but will
with uncovered the planned will depart home with his leave through
Wolfgang ambush and will use followers before Bernd or Löwentor Gate in
Bernd to pass along that Reinhardt reaches the hopes of reaching
fact to Reinhardt von rendezvous Reinhardt.
Kutenholz
After Bernd and Reinhardt Chedwic may suspect
meeting surprised that the Cult treachery of some sort and
with of the Howling Ones will depart home with his
Wolfgang are not at the agreed followers before Bernd or
meeting place. They Reinhardt reaches the
continue forward with rendezvous
their planned ambush
Capture Same effect as above, but with the added risk of exposure should
Leberecht Leberecht escape the PCs.
Kill Bernd Before Wolfgang concerned Chedwic undeterred by Assassination plot
meeting that Bernd waylaid by news of death from foiled.
with possible enemies. He joining the ambush.
Wolfgang will depart from
Bergsburg to alert
Chedwic and Reinhardt
After Wolfgang unaware of Cult of the Howling Assassination plot
meeting Bernd’s fate unless PCs One will be foiled.
with leave body where it can unconcerned that one
Wolfgang be quickly found. of the Sons did not
join them as planned
and they move to the
rendezvous site.
Capture Same effect as above, but with the added risk of exposure and possible
Bernd death should Bernd escape the PCs.

The PCs may decide to follow Leberecht to the No matter how that battle fares, Chedwic will
camp of the Howling Ones and deal with this take his cultists back to Ostland since the joint
group early on. effort with the Sons of Ulric had been
compromised (by fault of the Sons, no doubt).

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44
Bernd Küster, Witch Hunter

Bernd Küster is a zealous witch hunter from the Ulrican chapter in Middenheim. His views have
become increasingly radical, which led Bernd to work closer with the Sons of Ulric. Bernd’s
actions have brought dismay to the Schwarzmantel as many of its agents worked with the Witch
Hunter in the past. This familiarity has brought contempt as Bernd now sees the covert
organisation as a tool of the compromising and corrupt Todbringer regime and will do everything
in his power to thwart their efforts. For their part, the Schwarzmantel would settle for nothing less
than the man’s death, but are unwilling to compromise their own, over-stretched forces to achieve
this end. Politics being what they are, the cult of Ulric has recently repealed Bernd’s witch hunter
status as the cult’s hierarchy learned of his association the Sons of Ulric. Understanding his
danger, Bernd quit Middenheim and his whereabouts have been unknown to the Middenheim
authorities.

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 63 61 4 4 12 62 3 50 54 42 45 76 38

Skills: Arcane Language-Magick, Cast Spells-Clerical 1, Charm Animal (Wolves),


Marksmanship, Meditate, Public Speaking, Read/Write, Scroll Lore, Secret Language-
Classical, Silent Move-Rural, Silent Move-Urban, Sixth Sense, Specialist Weapon-
Crossbow Pistol, Specialist Weapon- Lasso, Specialist Weapon- Net, Specialist Weapon-
Throwing Knives, Strike Mighty Blow, Theology

Magic Points: 9

Spells: Clear the Fog of Battle, Cure Light Wounds, Detect Magic, Hammerhand

Equipment: Sword, Full Plate Armour (2AP body), Crossbow Pistol (R 16/32/50, ES1, 1 round load,
1 to fire), Throwing Knives (R 4/8/20, ES C, 1 round), Silver Medallion of upright wolf
holding a sword (symbol of the Ulrican witch-hunters), Rope-10 yards, sling bag of
components, and purse (7 GCs, 8 shillings, 6 pennies)

Leberecht Eucken, Lieutenant in the Cult of the Howling One (Mercenary Sergeant)

One of Chedwic’s earliest followers, Leberecht has proven to be the most loyal. He carries out the
Ulrican priest’s orders without question. This may include scouting ahead of the band to
determine the effectiveness of a potential target’s defences as well as conveying messages in less
friendly environments. Leberecht can be best described as a cool professional who is driven to
succeed at whatever he undertakes.

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 54 52 4 4 10 51 2 40 45 42 43 45 41

Skills: Consume Alcohol, Disarm, Dodge Blow, Gamble, Secret Language-Battle, Strike Mighty
Blow, Strike to Stun
Equipment: Sword, Helmet (1 AP head), Sleeved Mail Shirt (1 AP body), Shield (1 AP all over),
Crossbow with ammunition, D20 GCs, D20 shillings, D20 pennies

Empire at War
45
Sidebar: New Ulrican spell process. From the Sons’ deluded perspective,
such a deed would serve as a warning to Ar-
Clear the Fog of Battle Ulric of the opposition to any accommodation
Spell Level: First for the Sigmarites. It could also serve to unite
Magic Points: 2 MP to invoke, +1 MP per round the unaligned Ulricans with those who are
after first bringing the fight to the enemy. Bernd
Range: Personal volunteered for this assignment as much for
the warning against Ar-Ulric and his ilk of
Duration: Variable collaborators as a strike against the duplicitous
Ingredients: a token passed through the eternal Schwarzmantel (Bernd sees the Todbringer’s
fire of an Ulrican temple. Must be renewed at agents behind the “moderation” and corruption
the next holy day, either at a temple or in a of the Ulrican faith).
bonfire consecrated by a priest of level 1 or
higher. After his meeting with Wolfgang, Bernd
spends time moving among the people of
Once invoked, the priest can see clearly out to a Bergsburg. PCs attempting to tail the witch-
12-yard radius through anything that obscures hunter find themselves taking a scenic tour of
his vision, other than solid objects. In other the city. The reasons for Bernd’s wandering
words, the priest may see through fog, mist, rain, are two-fold: he is preparing possible escape
darkness, smoke, coloured vapours, falling routes in case things go awry and determining
snow, and like circumstances. Everything if he is being followed and by whom. From
beyond the radius of the prayer, however, is time to time, Bernd does something
completely obscured. This does not enable a unexpected like quickly cut down a narrow
priest to see through solid matter (e.g., boulders, alley of abruptly turnabout and retrace his
armour, wooden walls, etc.). This is not a spell steps for some distance. Unless the PCs are
of Transparent Vision. If, however, the priest is especially crafty, Bernd should easily find
completely immersed in a liquid, he may use this them out.
prayer to see out to the 12-yard radius.
The PCs should have a rather difficult time
A 3rd-level variation, costing 8 MP to invoke, divining Bernd’s plans. If there’s one flaw in
allows the priest to see if he has lost sight in his Bernd’s wanderings, it is his need to return to
eyes or had his eyes destroyed or removed. the vicinity of the Temple of Ulric so that he
can finalise his plans. If he knows he is being
Murder in the Night followed, Bernd tries to offset this inclination
Justus von Heyse is a young Ulrican priest by also walking past the Temple of Sigmar in
from Middenheim who arrived at the Temple the Verenstadt district. He does so a number
of Ulric in Bergsburg about a fortnight ago. of times in an attempt to make the PCs believe
He is also the nephew of Ar-Ulric (son of his this is where the witch-hunter seeks his target.
sister) and one in a number of the cult’s newly
ordained priests. The first in what will be a Another factor that will cause the PCs grief:
line of young priests to receive this Bernd isn’t going to do more this day than
assignment, Justus was sent to Bergsburg to scout out the terrain. The murder of Justus
further Ar-Ulric’s hope that the tolerance von Heyse isn’t going to happen until the
embraced in this city could serve to further following day, sometime just before midnight.
moderate the cult. This should give the PCs ample time to try to
figure out what’s going on.
Knowing the young priest’s relationship to the
High Priest makes Justus the ideal target for Should the PCs persist in keeping up with the
assassination by the Sons of Ulric, particularly witch-hunter, Bernd decides by late afternoon
if they could frame the cult of Sigmar in the of 25 Pflugzeit that he needs to shake the PCs.
One means would be for Bernd to enter one of

Empire at War
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the seedy brothels along the border of the is innocent. Unfortunately, Capitular Martin
Beilheim and Helmsberg districts, as if to Mueller’s claims that Chaos minions are plotting
indulge himself. Bernd then “drops” some against the cult has not helped matters.
coins on the floor behind him, causing a
number of prostitutes to flood the narrow halls The PCs can prevent the murder of Justus von
and providing the witch-hunter with sufficient Heyse if they can somehow divine Bernd’s
cover to depart immediately through the back intentions and stop him before it is too late.
door. Another method might include sitting in a Killing the witch-hunter might seem to be the
rough tavern for a time before hiring a number easiest way out, but the PCs will have to plan
of thugs to “persuade” the PCs to go elsewhere well to avoid being either seen committing the
and using that cover to leave unhindered. foul deed or getting caught with incriminating
evidence. Capturing the witch-hunter might be
Once Bernd frees himself of the PCs, he returns harder, but could work out better if the PCs can
to the Rolandsbrucke district and finds a spot manage to take Bernd to the Temple of Ulric as a
where he can watch the Temple of Ulric unseen. prisoner. Berthold Kant is well aware that Bernd
As a former priest of Ulric, Bernd knows the is wanted by the authorities in Middenheim and
nightly routine for a young priest, as well as the will reward the PCs for his capture (around 50
Temple Guards, and waits for his opportunity. GCs each).
Close to midnight, Bernd quietly enters the
Temple of Ulric and finds young Justus alone Bernd is unlikely to provide any information
tending to the eternal flame of Ulric. A quick about the Sons of Ulric unless he is guaranteed
thrust of the dagger into the neck from behind his freedom for talking. Unfortunately for the
silences the young priest forever. Without PCs, the witch-hunter will only provide baseless
emotion, Bernd mutilates the corpse by carving lies in order to get the PCs to chase after some
a symbol of the twin-tailed comet on its chest. red herrings. Bernd may hint that someone in
He then departs out an unguarded side door, the Todbringer family provides money and
knowing that the body will be discovered within support if he thinks such vague information
the hour. might cause the PCs to doubt the Graf’s
intentions.
By the time Bernd reaches the Sudentor Gate,
the bells of the Ulric temple ring out. The Should the PCs be too late to save the young
witch-hunter finds Torsten at the gate urging him priest, they still have a slim chance of capturing
to leave through the opened gate quickly before the fleeing witch-hunter if they head straight to
the order comes to seal the city. Moments after the Sudentor gate soon after the foul murder is
the gate is closed, a messenger arrives with the committed. In his quest not to leave any
orders from the Garrison Captain to keep the evidence behind, Bernd is still in possession of
gates closed fast until further notice. the murder weapon and he still has some blood
on his black clothing.
By morning, the news about the murder of the
young priest has spread throughout Bergsburg. The Gathering
There are rumours about some mutilation, but Should Leberecht not return with information
the details are vague (or, more likely, from Wolfgang by evening on 24 Pflugzeit,
exaggerated). The Keeper of the Shard, Chedwic and his men depart from the clearing
Berthold Kant, has already visited the High where they’ve set camp across the river from
Priestess of Shallya, demanding the perpetrators Garssen the next morning. They return to
(who are likely to be Sigmarites) be caught and Ostland where they plan to create problems for
handed over to the Temple of Ulric for justice. Grand Prince von Tasseninck.
In order to quell the potential outbreak of
violence, Sigmarite Lector Rudolf Geissman If Leberecht returns, then Chedwic leads his
publicly denounces the murder while privately men from the campsite to the rendezvous near
proclaiming to leaders of Bergsburg that the cult Heedenhof on the morning of 26 Pflugzeit.

Empire at War
47
Should he succeed in the assassination of Justus road to Garssen. When you arrive at the Inn of
von Heyse, Bernd will have joined Chedwic’s the Green Piper find the track on the nearest
band just before dawn. The journey takes about side of the tavern and follow it for a quarter
three days even though the war band is mounted. mile. You’ll come to the walled homestead of
Chedwic realises the war band is more likely to Feodor Kirchner. Wear your medallion when
be noticed if it is seen racing down Old Forest you give him this note. He’ll do the rest. Now,
Road, so it has taken to a more leisurely pace. if you will excuse me, I have much to do.” With
that, von Münsterberg departs.
Chedwic and his men arrive at a clearing south
of Heedenhof to find the Sons of Ulric already The journey will take most of a day. If they
encamped. After exchanging greetings, don’t dawdle, the PCs should arrive before
Chedwic, Reinhardt, Leberecht and Bernd Herr Kirchner closes the gate for the evening.
spend the rest of the day finalising the plans After he reads the note the PCs delivered,
for the ambush of the Sigmarite priests. The Feodor leads them to his stables. There he
large band departs the next morning. instructs the three grooms (teenagers who live
in the homestead) to saddle up enough horses
Should the PCs decide to go after the war band for each of the PCs (there are ponies available
the morning after the death of the young for any Dwarfs and Halflings) to ride. Feodor
Ulrican, they will need horses to catch up with also provides three shuttered lanterns with
the mounted riders. The PCs’ only recourse is candles in case the PCs need to do some riding
to pay a visit to Baron Eduard von at night. Feodor does not offer the PCs
Münsterberg at the Middenheim House in the lodging for the night, but will demand the PCs
Rolandsbrucke district. If they show von promise as Knights Panther to do everything
Münsterberg’s valet their Knights Panther reasonable to return the horses unharmed once
medallions, the PCs will be shown into the their task is completed. Feodor will not hold
drawing room. up the PCs taking up possession of the horses
if their promises come across as particularly
Baron von Münsterberg is a short, balding man unbinding. Baron von Münsterberg’s letter
in his late fifties. He politely invites the PCs makes it clear the Order of the Knights
to sit and asks if they would like refreshments. Panther will reimburse Feodor for any losses.
No waiting for an answer, the Baron instructs
his manservant Hals to bring some wine,
cheese, and fruits for his guests. He then turns
to the PCs and ask them to detail the reasons
for their visit. Given the proximity to the
Temple of Ulric, the Baron knows of the
murder of Justus and has already concluded
that the PCs’ visit is connected to that death.
For the PCs, honesty is the best approach here.
The Baron is very astute and will challenge
anything that doesn’t make sense.

Once it becomes clear the PCs need horses,


von Münsterberg stands from his sitting chair,
excuses himself, and moves to his desk.
There, the Baron takes quill to paper and
scribes a message. Once done, the Baron folds
the letter, seals it with wax and impresses his
ring into the wax. The Baron hands this to one
of the PCs and instructs them to: “Leave
Bergsburg by the Sudentor Gate and follow the

Empire at War
48
Once on the road, the PCs should make good cult. Depending upon the conditions being
time. Travellers heading north will recall – given, Reinhardt first reveals the plan to
especially if plied with coin – seeing riders ambush the Sigmarite contingent from Ostland
heading south. These riders weren’t in any travelling to Altdorf. He will say that the Sons
particular hurry, but they were rather had learned of the journey from a spy, a lowly
unfriendly. The horsemen did not greet priest at the temple in Wolfenburg who had
travellers nor did they respond to any requests been compromised into spying by blackmail.
for gossip and news put to them. Rather [GM Note: the truth of the matter is the
strange folk. Altdorf chapter of the Purple Hand had placed
a spy at the Temple and the information was
The GM should judge at what point the PCs conveyed to Reinhardt through an
catch up to the band. Given the delay in their intermediary] The plan was to slay the priests,
start, the PCs are most likely to find the band place the mutilated corpses back into their
after they have been joined by the Sons of boat, and allow the currents of the River
Ulric near Heedenhof. Should this happen, the Talabec to take the boat to Altdorf. In was
PCs could well disrupt the planned ambush by hoped that subsequent rage would push the
attacking and scattering the two bands. The Cult of Sigmar into war with the Ulricans.
risk here is that neither fanatical band is likely
to withdraw from any combat unless they Reinhardt hopes the information about the
suffer heavy losses. Should the PCs capture ambush will suffice to secure his release. If
any of the two fanatical groups for the PCs want more, Reinhardt provides the
interrogation, they will learn that all, save one, names of the contacts in Bergsburg and falsely
are willing to die a martyr’s death than betray attempts to implicate the Temple of Ulric in
their fellows. that city. Should the PCs relate the murder of
the young priest as a means to claim that
Should he be captured, Reinhardt von Reinhardt is lying, the Sons “leader” will
Kutenholz is a man who is willing to die for claim the whole scheme was an elaborate plot
his own cause, but not those of these foolish reached in conjunction with the frustrated
Ulricans. He is a member of the Cult of the Keeper of the Shard, Berthold Kant. Its intent
Purple Hand and the trademark tattoo that was to strike back at the influence of the
once adorned his chest was painfully removed Sigmarites in that city as well as hit hard Ar-
a few years back, before he “joined” the Sons Ulric’s timidity in dealing with this cult.
of Ulric. If the PCs search Reinhardt’s body, Reinhardt does know the relationship of the
they will see the scarring and on a successful slain Justus to Ar-Ulric.
Int test (+10 for Heal Wounds, +10 for
Surgery) recognise the disfigurement as If more is required by the PCs, Reinhardt hints
resembling an upright hand. Reinhardt has there are rumours within the Sons that a
one card left to play before his death, even member of the Todbringer family supports
though he does what he can to escape once it them. He states he is unaware of who the
becomes clear that the PCs will prevail in the individual is (false), but will suggest it is
fight. If captured, Reinhardt will bargain – out someone who would benefit from the fall of
of earshot of his erstwhile companions – to the current Graf.
privately exchange information for his
freedom as well as the execution of any Once he gains his freedom, Reinhardt will
captured with him. Reinhardt has no intention head south of the Old Forest Road to take care
of being hunted down by these fanatics. of one last bit of business (see below). After
that, he will head to Altdorf to provide his
Not all of what Reinhardt will tell is truthful. superiors within the Purple Hand with news of
In fact, Reinhardt will mix truth with what has occurred and a completed description
falsehood in order to cover any activity by the of the PCs.
Purple Hand as well as his membership in the
Empire at War
49
Of course, the PCs could save themselves location as the Cult of the Howling One has
further grief if they execute Reinhardt no chosen to return home. In this situation, the
matter what agreement they reached to gain Sons will be milling around in agitation as
information. If the PCs try to take Reinhardt their allies in the venture are overdue. This
captive, he will do whatever he can to escape, could be an opportunity for the PCs to
even if the attempt costs him his life. masquerade as Chedwic’s group if they
Reinhardt doesn’t want to be left alive to the haven’t encountered Bernd in Bergsburg or
tender mercies of the Schwarzmantel. made their presence known to Wolfgang. This
opportunity will not work if there are any
If the PCs killed Leberecht in Bergsburg, then Elves, Dwarfs, or Sigmarite priests in the
they will only find the Sons of Ulric at this group.

Chedwic Wanner, Renegade priest of Ulric (2nd level)

Virulent in his belief in the Sigmarian Heresy, Chedwic was one of the firebrand priests defrocked
from the Ulrican cult a few years in the past on orders from Ar-Ulric. Chedwic believed the High
Priest’s actions came about as a result of heavy pressure from the cult of Sigmar. He has since led
his followers into terrorising the Ostland countryside. Recently, Chedwic was contacted by the
Sons of Ulric with an offer of co-operation in an act that would plunge the Empire into civil war.
Chedwic could not pass on such an offer.

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 53 45 4 4 9 40 1 36 46 40 45 55 42

Skills: Arcane Language-Magick, Cast Spells-Clerical 1&2, Charm Animal (Wolves), Disarm,
Dodge Blow, Frenzied Attack, Identify Undead, Magical Sense, Meditate, Public
Speaking, Read/Write (Reikspiel), Scroll Lore, Secret Language-Classical, Theology

Magic Points: 20

Spells: 1st: Clear the Fog of Battle, Detect Magic, Fire Ball, Hammerhand, Steal Mind
2nd: Cause Frenzy, Lightning Bolt, Reproof of Cowardice, Smash, Zone of Steadfastness

Equipment: Sword, Shield (1AP all over), Wolf-skin Robes, Wolf’s Head Medallion, Sling Bag
with components.

6 Cultists of the Howling One (Mercenaries)

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 42 39 4 3 8 41 2 30 38 29 42 33 31

Skills: Disarm, Dodge Blow, Secret Language-Battle, Strike Mighty Blow, Strike to Stun

Equipment: Sword, Leather Jack (0/1 AP body) under wolf fur, Bow (R 24/48/250, ES 3),
Waterskin, and Purse (2D6 shillings and 3D6 pennies)

Empire at War
50
Baron Reinhardt von Kutenholz, leader of the Sons of Ulric band (Mercenary Sergeant)

Helmut Todbringer’s aide-de-camp is Reinhardt von Kutenholz, a young noble from the Middenland
town of the same name and fanatical Ulrican priest. Or so Helmut believes. In fact, Reinhardt is
one of those Purple Hand cultists in Middenheim who worked directly with the cult leaders in Nuln.
Thus he escaped detection when the schemes of Karl-Heinz Wasmeier were uncovered.

Reinhardt’s rise comes in part from his (apparent) loyalty to Helmut as well as his uncanny ability
to find packs of mutants and beastmen in the Drak Wald Forest for the Sons of Ulric to exterminate.

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 53 51 4 5 10 54 2 41 44 46 43 43 44

Skills: Blather, Charm, Consume Alcohol, Disarm, Dodge Blow, Etiquette, Gamble, Heraldry,
Luck, Read/Write (Reikspiel), Ride-Horse, Secret Language-Battle, Secret Signs-Purple
Hand, Silent Move Rural, Silent Move Urban, Street Fighter, Strike Mighty Blow, Strike
to Stun, Wit

Equipment: Sword, Mail Shirt (1AP), Shield (1AP all over), Bow (R 24/48/250, ES 3), and Purse
(18 GCs, 10 shillings, 6 pennies)

6 Sons of Ulric (Outlaws)

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 49 35 4 3 7 40 2 34 39 31 28 36 42

Skills: Animal Care, Concealment Rural, Disarm, Dodge Blow, Frenzied Attack, Ride-Horse,
Scale Sheer Surface, Secret Language-Battle, Set Trap, Silent Move Rural, Spot Trap,
Strike Mighty Blow, Strike to Stun. Two of the Sons also have the River Lore and Row
skills.

Equipment: Sword, Wolf-skin Robes (1AP head/body), Face-paint, and Purse (2D6 shillings and
2D6 pennies)

A Change in Plans composure, Wolfgang turns to the lad and hands


If the PCs remained in Bergsburg to keep him another 4 shillings to find and bring Watch
Wolfgang under surveillance rather than chase Sergeant Markus Staudinger to him. The young
after Bernd, they will observe a young man man blanches at the request, but does as he is
approach the former Teutognen Guard in the told. When the man departs, Wolfgang takes out
Wolf’s Head on the afternoon of 27 Pflugzeit a sheet of paper and begins writing a rather
with a sealed letter. Wolfgang bids the courier to lengthy missive.
wait for few moments and gives him 4 shillings
before opening the letter. Any PC in a position By the time Markus arrives, Wolfgang has
to see the seal must pass an Observe test (+10 finished with his letter and seals it. Wolfgang
for Excellent Vision) to see that the design on the motions Markus to sit and explains he needs a
seal is the same as the letter in the strongbox saddled horse and lantern by the Sudentor Gate
kept in Wolfgang’s room (see above). within two hours. He will be gone for up to two
weeks if all goes well. Wolfgang then instructs
Wolfgang becomes visibly angry as he reads the Markus to inform Günter and Torsten of his
letter. Pausing afterwards to regain his absence as well as arrange for someone to

Empire at War
51
deliver a letter to Middenheim. Wolfgang hands The PCs could waylay the messengers after
the letter to Markus before gathering his things they depart from Bergsburg, but this would take
to leave. In the rush to get moving, Wolfgang away any chance to halt the ambush of
accidentally drops the letter he received. Sigmarite priests. Should the PCs find a means
to obtain Wolfgang’s correspondence, they will
The PCs can pick up the message if they linger find he is providing a status of recent activities.
after Wolfgang’s departure to his flat. He will also supply a description of the PCs
should they have been less than successful in
*****Handout #4***** avoiding detection. The exact language of the
communiqué is up to the GM, but should reflect
Change in Plans. the results in the PCs’ activities. An example
might be: “Assassination attempt by Bernd
It has come to my attention that agents in the Küster did not occur and presumed a failure.
employ of the Knights Panther might be in Witch-hunter has not turned up.”
Bergsburg. I have no idea why they are there
or their purpose. It would be best to assume The PCs could confront Wolfgang in Bergsburg
they know of our plan and are making an in order to gain information. The risk here is
attempt to stop its success. Our plans must not
that Herr Blitzen has many friends in Bergsburg
fail.
who will come to his aid. Even if the PCs were
It is my will that you make all speed possible to to capture Wolfgang, he will maintain his
reach our comrades. I am counting on you to silence.
ensure the ambush comes off as planned. Kill
any who get in your way. In the event the PCs intend to stop Wolfgang
from joining the Sons of Ulric, their best bet is
One last thing, inform Baron von Kutenholz to to ambush the large man between Bergsburg
return to Middenheim immediately. I have and Garssen. This can easily be accomplished
need of him to plan our next venture. if the PCs leave Bergsburg as soon as Markus
takes his leave of Wolfgang, as it will give them
May Ulric bless our efforts to send the two hours to find a suitable location to set an
followers of the false god to the abyss. ambush. Unfortunately, if the PCs have
lingered in Bergsburg this late, their ability to
The Heir stop the ambush is severely hampered unless
they can manage to quickly steal some horse in
At this point, the PCs have some choices. They order to follow Wolfgang. Of course, the
can: (1) intercept Wolfgang’s message to penalty for horse stealing is death.
Middenheim, (2) confront Wolfgang in
Bergsburg, (3) ambush him as he is leaving or, If the PCs are not in a position to stop
(4) follow him to the rendezvous with the Sons Wolfgang or they choose to follow him, he
and Cult of the Howling One. arrives at the village of Flaschfurt during the
night of 30 Pflugzeit and stays briefly at the Inn
Intercepting Wolfgang’s message will take of the Drunken Druid. He joins the extremist
some ingenuity, as it requires the PCs to take war band at their campsite before dawn the next
the letter away from Markus or one of his morning. Should the situation be different than
lackeys. On his way to arrange for Wolfgang’s he expects – such as no sign of the Cult of the
travel needs, Markus finds two of his men and Howling One due to earlier events – Wolfgang
instructs them to take Wolfgang’s letter by will be livid and demand an explanation. If he
horse to the Sword and Axe Tavern in the has seen the PCs around the Wolf’s Head
Middenheim’s Neumarkt district and pass it to tavern, there is a chance Wolfgang will
Johann Weissbach, the barkeep. conclude that they were somehow involved.

Empire at War
52
No matter the situation, Wolfgang informs Reinhardt and Bernd, if the witch-hunter made
Reinhardt of the orders from Middenheim it this far) will intercept the boat killing all
relieving him of this duty and instructing the aboard. The dead will then be positioned to
Baron to return to the City of the White Wolf send a stark and bloody message to the
immediately. Once the order has been Sigmarites in Altdorf.
delivered, Wolfgang rides off with the would-be
ambushers, leaving Reinhardt behind. Should the PCs find themselves behind
Wolfgang and the Ulrican extremists and if they
Once the group is out of sight, Reinhardt starts have determined that the ambush site is near
down the Old Forest Road in the direction Tussenhof (most likely by getting close enough
opposite that of Middenheim. to hear the plans at any of the rendezvous
places), they may try to intercept them before
Ambush! the ambush is sprung. The would do this by
If the Ulrican war band remains unhindered, riding on the Fort Denkh Road, then south on
they will arrive at the outskirts of Tussenhof by the road to Tussenhof. Whether the PCs are
the early morning of 1 Sigmarzeit. The able to take on the fanatics before the ambush
extremists have travelled to this destination by is sprung or during the resulting melee will
way of a forest track that connects the villages depend many factors. GMs are encouraged to
of Flaschfurt and Lüthorst, before following the stage this encounter in whatever manner
river southward. The way is slower than taking provides the most dramatic impact for their
the road to Fort Denkh and then to Tussenhof, players.
but it does allow the group to pass undetected
by roadwardens and the like. Once they have If the PCs just watch the gruesome tragedy
reached the northern bank of the River Talabec, without intervening, they will witness a
Wolfgang positions Chedwic and his men about massacre. Once all on the boat are dead, the
100 yards upriver from where the Sons of Ulric Sons of Ulric mutilate the corpses by gouging
are deployed. The latter is positioned near one out the eyes and piling them on top of a twin-
of the streams feeding into the river. tailed comet etched into the planking of the
deck. On the forehead of the most senior
Once that is accomplished, Wolfgang walks the looking cleric (based upon the quality of his
800 yards downriver to Tussenhof along with garb), Wolfgang (or Bernd) will carve the
the two Sons who have the River Lore and Row words “Heretic.” PCs witnessing such a foul
skills. There, Wolfgang buys two rowboats, deed need to pass a Cl test in order to avoid
each with a capacity for four fishermen, and has picking up one Insanity Point.
the two Sons row them upriver. Once they
have reached the ambush site, the two boats are If still unchallenged at this point, the Sons of
brought upstream and out of sight of anyone Ulric and the Cult of the Howling Wolf go their
travelling on the river. separate ways with whatever trophies they have
collected from the dead Sigmarites. The Sons
The ambush plan is rather simple. The will take the forest path while Chedwic leads his
ambushers know the boat carrying the five men to the road that goes through Lüthorst and
Sigmarite priests, with an escort of two then to the Old Forest Road.
Templars, will likely tend towards the
Hochland side of the river given the anti- In the event that Chedwic and his men are not
Sigmarite sentiment rife in Talabecland. When with the Sons of Ulric, then their tactic changes.
the boat gets close to the Cult of the Howling Instead of launching a boarding attack, the Sons
One in the afternoon, Chedwic’s men will fire will wait for the Sigmarite party to get settled in
their bows at the boat, aiming for any exposed their lodgings at the riverside inn of the Playful
priests and Templars. As the boat tries to flee Otter in Tussenhof. The Sons will wait until near
from the ambush by going downriver, two boats midnight to launch their attack. Without the help
with the Sons of Ulric (including Wolfgang or of Chedwic and his men, the chances of victory

Empire at War
53
for the Sons have greatly diminished. They will with the Grand Theogonist’s secretary was a
be repulsed having killed a few of the Sigmarites promising initiate, Gebhard Bergius, a priest who
and suffer some casualties of their own. did not accompany the entourage. The young
Assuming the PCs do not remove them at some man had left the temple in Wolfenburg a day
point, Wolfgang Blitzen and Bernd Küster should before their departure to attend to a sick aunt.
be able to survive whatever ambush was
launched, while the remaining Sigmarites make Before Nikolaus bids the PCs good night, he
their way to Altdorf with news of what transpired. asks their names so he can pray for their good
fortune and continued health.
Should the PCs attack the fanatics while the
ambush is underway, the Ulrican extremists Knives in the Dark
abandon the ambush in order to kill the PCs for If he is left behind, Reinhardt has one task left to
interfering. If the battle goes badly, the Sons do before returning to Middenheim. He arrives
and Howling Ones try to escape rather than in Langwiese in the late afternoon of 33
being taken captive. Pflugzeit where he is to meet his Purple Hand
contact, Gebhard Bergius, to exchange
In the event the PCs are seen driving away the information. If Reinhardt takes part in the
attackers by the Sigmarites, the senior priest, ambush, he knows he will not get to Langwiese
Lector Nikolaus Auerbach, attempts to thank in time to deal with Gebhard. Instead, he’ll
them personally. He invites them to dine with return to Middenheim to make other plans to get
him as he could only afford a small token of his rid of Herr Bergius.
gratitude. Should any PC be wounded, Nikolaus
will arrange for one of the younger priests, Hals Gebhard is staying at the Nimble Frog, arriving
Damrosch, to attend to the injured. If asked why there after completing his assignment in
he and his entourage are not in Ostland, Wolfenburg. The cultist had long ditched his
Nikolaus tells the PCs they are going to Altdorf Sigmarite habit, as he no longer had to play the
to celebrate Sigmar’s holy day of 18 Sigmarzeit. role of a simple initiate in the Ostlander capital.
Moreover, the Grand Theogonist has called for a Gebhard is surprised to see Reinhardt, whom he
conference of Lectors, following the knows as Englebert Delbrück. He did not expect
observances, to discuss current events and their to see the Herr Delbrück for a few more days.
impact on the Church. Nikolaus never
considered his delegation would fall afoul of an Any who may watch the two meet at dinner
ambush. would likely think that the two were simply
strangers passing on the road and spending a
If the PCs offer to escort the Lector and his moment to exchange news about the wider
entourage of five priests to Altdorf, Nikolaus world (outside this region of Hochland) and the
politely declines. He tells the PCs his group will respective road ahead. Herr Delbrück does not
be meeting up with some Templars of the Fiery hide the fact he is heading to Talabheim to
Heart in Ahlenhof. attend family business. In reality, Gebhard is
providing Englebert with an update to the
Given the elaborate planning by the ambushers, situation between Talabecland and Ostland and
the PCs might discreetly inquire as to whether the increasing religious overtones the fighting is
the Lector has thought about how the Sons of undertaking.
Ulric and their allies might have learned about
the Lector’s travel schedule. Nikolaus looks After tiring for the evening, Reinhardt makes
puzzled by the question and replies that the his way to Gebhard’s room to on the pretence
entourage left once they have heard the Grand that he needs to learn more intimate
Theogonist granted his request for an audience information about Gebhard’s next assignment.
prior to the conference. If asked who in the At the first opportune moment when Gebhard
entourage may have made the arrangements, turns his back, Reinhardt stabs the unsuspecting
Nikolaus responds that the person corresponding cultist through the neck, cutting both the

Empire at War
54
windpipe and artery. Gebhard dies quickly and prevent the Baron from reaching Middenheim.
silently with a look of shock etched onto his Should Reinhardt have encountered the PCs
face. Reinhardt then places the bloody and earlier, he will not return to Middenheim if he
gore-covered dagger in the hand of the dead learns they have uncovered his role in the Sons
man before quietly slipping out of the room. and are on their way to the city.

Having tied up this loose end to his satisfaction, Onward to Middenheim


Reinhardt leaves the inn before dawn and heads The timing of the PCs’ return to Middenheim
south until he is out of sight of the village. He will depend upon many factors. The following
then makes a wide sweep through the forest table assumes the PCs made it to Tussenhof
around the village and joining the Old Forest about the time the ambush was set. Should the
Road where it turns westward towards PCs have taken a different course of action, the
Barwedel. The Baron continues to Middenheim. GM will need to make the appropriate
adjustments for travel to Middenheim.
Unless the PCs have engaged Reinhardt before
he leaves Langwiese, it is unlikely they will

Day Events
2 Sigmarzeit PCs depart from Tussenhof on the Fort Denkh road. Reinhardt arrives in
Flaschfurt in the later afternoon. Talabeclander delegation arrives in Hergig.
3 Sigmarzeit Reinhardt departs Flaschfurt. Stirland and Ostermark secretly reach an
agreement where the two will give aid to Ostland in the face of Talabeclander
aggression. Grand Count Alberich Haupt-Anderssen sends emissaries to Grand
Countess Ludmilla von Alptraum of Averland and Countess Emmanuelle von
Liebewitz requesting troops and logistical support.
4 Sigmarzeit Graf Boris Todbringer sends another missive to Baron Werner Nikse requesting
his presence at the Middenheim court.
5 Sigmarzeit PCs arrive at Flaschfurt
6 Sigmarzeit Supported by two regiments of Hochland soldiers, Talabecland companies
advance across the border and make camp at a handful of tactically important
hills in Ostland territory.
7 Sigmarzeit Grand Duke von Bildhofen sends message to Baron Nikse to begin deployment
of troops on Ostland border as earlier agreed.
8 Sigmarzeit Count Ludenhof oversees the construction of earthworks around the village of
Vordf.
9 Sigmarzeit Count Ludenhof moves troops to safeguard road east of Breder.
10 Sigmarzeit PCs arrive at Bergsburg. Baron Helmut Todbringer begins to recruit
mercenaries for Talabecland.
11 Sigmarzeit Grand Count Haupt-Anderssen brings to mobilise his forces. Sends a military
attaché secretly to Ostland via Ostermark, as well as to Averland.
12 Sigmarzeit The Ostland counts meet with Grand Prince Hals von Tasseninck for council in
Wolfenburg. Against his own advice, Count von Raukov is sent to lead an attack
against the Talabecland invaders.
13 Sigmarzeit PCs arrive in Middenheim. After receiving feeble excuse of health from Baron
Nikse in explanation for absence from Middenheim court, Graf Todbringer
meets with the Midden Marshals and son Heinrich to begin making contingency
plans.

Empire at War
55
If the PCs failed to stop the ambush of the is the Red Moon Cabaret (Middenheim: City of
Sigmarite priests from occurring, news of the Chaos, pages 43-44) in the Freiburg district.
slaughter reaches Middenheim by 13 The With the 35 shillings per person admittance
Sigmarzeit. News of the Talabecland advance fee, the PCs may feel well out of place here.
into Ostland will also reach Middenheim the The patrons found within are from a wealthier
same day. social level than the PCs (assuming none of the
latter is from the noble classes) and a number
Unlike the situation during the carnival, of them disapprovingly glance at them as if the
lodging is readily available. The PCs might PCs haven’t bathed in a fortnight (very likely).
return to the Templar’s Arms (Power Behind
the Throne, pages 16-18) if they did not If the PCs do not approach the barkeep, soon
overstay their welcome when they last lodged after they first gain her attention, Elise
there. Unless the PCs saved the inn from the Butenandt motions them over. “You don’t look
Chaos war band that assailed the place during like the type that normally enters the Red
the 2512 carnival, they are unlikely to be Moon, darlings,” the attractive, 30ish, redhead
remembered by the surviving staff. barkeep says. “Is there any reason why I
should not have you escorted out?” Elise is
Should the PCs wander about in the various merely trying to gauge the PCs meddle. If the
Middenheim taverns and inns, they might hear PCs do not respond, Elise shrugs her shoulders
some of the following rumours: and ignores them until they initiate
conversation.
!" Graf Todbringer is too old and tired to
care about the rest of us. We need a Should the PCs recall their instructions
strong leader like Helmut to protect us properly, they tell Elise that they were
from the Sigmarite heretics, before they instructed to inform her where they are lodging
reveal their true colours and pillage our in Middenheim. With a wink, Elise leans over
lands. Who is to lead the Ulricans when to the PCs and replies in a quiet voice that they
the Graf of Middenheim is just sittin' on will be contacted there in a few days. She then
his ass? stands back and with a laugh tells the PCs their
“offer is too kind, but she must decline their
!" With the talk of war going around the
amorous invitations.” Elise then moves to
taverns, you have to wonder why there is
attend to other customers, ignoring the PCs for
no mustering of troops here. Hopefully,
the rest of the night other than to sell them
Graf Boris will keep us out of this mess.
more alcoholic beverages.
!" Mark my words; the merchants are
looking to make a killing on this war. At the Sword and Axe
Since they have to wait to be contacted, the PCs
!" I hear the Grand Theogonist plans to sit might want to deal with other business. Should
this war out hoping it will weaken the they have somehow obtain the letter than
cult of Ulric. Wolfgang sent before leaving Bergsburg, the
!" Remember what my gramps says, ‘Keep PCs’ next stop will likely be the Sword and Axe
your nose out of trouble and no trouble Tavern in the neighbouring Neumarkt district
will find you.” (Middenheim: City of Chaos, page 41).
!" I’ve heard bands of mutants or worse are The Sword and Axe is a fairly respectable
raiding farmsteads and villages along establishment, frequented by the merchants,
the Altdorf Road in the Drak Wald. tradesmen, artisans and other business types
Prices will be going up again. (some more unsavoury than others) from the
district. The barkeep, Johann Weissbach, has
Lest they forget, the PCs have business in seen his share of shady deals going on in the
Middenheim. Their first place they should visit backroom and has learned that silence can be

Empire at War
56
well rewarded. Of late, Johann has been demonstrate to a court of law that the spy is
involved with receiving the odd correspondence nothing more than a common criminal given to
from someone in Bergsburg (a military type delusional flights of fancy. Given the mental
judging by the manner in which the envelope is state of the criminal, the Baron will push any
addressed) and passing it along to a merchant Magistrate to have the beggar committed to the
(based on appearance) named Josef Grünfeld. Shallyan asylum near Frederheim.
Josef visits the Sword and Axe once a week,
generally on Festag, and does not do more than Secret Meetings
engage in pleasantries and exchange a couple of A few hours after they inform Elise Butenandt
crowns for any correspondence and Johann’s of their lodgings, someone will knock on the
continuing discretion. door of the PCs’ room. If no one is there at the
time, the visitor will simply open the door and
Johann is not likely to volunteer such let herself in and wait for the PCs to arrive.
information to the PCs or give in to threats of Should the PCs ask who is at the door before
violence. In the latter case, the barkeep knows opening it, the black-haired woman simply
his tavern is on the regular route of the local responds, “I’ve been sent by your benefactor to
Watch and a cry for assistance will probably provide some companionship for you. It’s a
bring them running. On the other hand, Johann matter of discretion. May I come in?” Before
isn’t paid enough to risk life and limb to show the PCs can reply, the woman nudges her way
loyalty to a man he doesn’t know. For some through and then suggests the door be closed.
consideration, say 10 GCs, Johann will
discreetly pass along what little he knows. His “My apologies for the disguise,” the woman
only requirement is the PCs accost Josef some tells the PCs. “There are many spies in the city
place and in a manner which does not put at the moment, each trying to gleam whatever
Johann’s reputation at risk. information they can obtain for their respective
masters. The onset of war brings out the worst.
If the PCs choose to spend the time to confront By the way, I’m Kirsten and, if you don’t
Josef, they will find him a hard nut to crack. recall, we’ve met in Talagraad.”
Although he may assume the attire of a
merchant, Josef is actually an independent spy Kirsten (Natassia Hess) has no intention of
who was hired as a blind to retrieve the letting the PCs know about her activities since
correspondence Wolfgang sent and drop it off last they met. If pressed, she’ll make up some
in a tree hollow on the northern end of the plausible lie interwoven with elements of truth.
Great Park (Middenheim: City of Chaos, page Essentially, her duty was to deliver the critical
31). He does not stick around to see who information she had to impart before returning
retrieves it. to Middenheim to gather information from
those seeking to do the same. Cloak and
Staking out the location may take sometime. In dagger work is fairly boring most of the time
the hour before dawn on Aubentag, an old with occasional bursts of frenetic activity.
beggar who sleeps in the park will retrieve the
letter after making sure no one is about. The Kirsten will do what she can to get this visit
beggar, Artur Mahler, is quite good at his job as back on track. Her goal is to learn whatever the
he is a spy in the employ of Baron Helmut PCs were able to gather about the Sons of Ulric
Todbringer. Artur will not last long if and their plans. She will ask them to provide
questioned under duress. At some point, Artur her with details of their activities, questioning
will name the Baron as someone plotting with the areas in their stories that make little sense
the Sons of Ulric. or are inconsistent. Moreover, Kirsten takes
possession of whatever evidence the PCs have
Baron Helmut Todbringer understands the risk gathered. By the time this meeting is
of the spy talking should he be caught and concluded, the PCs should be exhausted and
tortured, so he is more than prepared to

Empire at War
57
Kirsten satisfied that there is little else to wring
from them. If the PCs follow these simple instructions, they
should have no difficulty getting into the
Natassia will be particularly interested in cabaret. Elise will nod her head once she
information on Bernd, if she recognises him catches the PCs’ attention and quickly glances
from the PCs’ description or they have named to her left. If the PCs follow Elise’s glance,
him. She thoroughly questions them about they will see a private booth for them to enter.
Bernd’s fate, even to the point of having them
repeat some details to ensure her understanding. Kirsten awaits the PCs within. Once they’ve
Natassia is especially keen on Bernd if he gathered, Kirsten says in a hushed tone to them,
somehow escaped. Should the PCs realise “Thank you for coming. I’ll be brief. You next
there is something more and ask Natassia about assignment is in Altdorf. Arrangements have
it, she replies there is something personal been made for you to obtain mounts from
between the Witch-Hunter and Schwarzmantel. Staller’s Stables on Zellaut Strasse, just west of
Natassia will say no more than this. Templar’s Arms. You’ll need to speak with
Hans Staller and no one else. Only he knows of
If the PCs offer to hunt down the Sons of Ulric the arrangements that have been made. The
leader (even if they have concluded it’s Helmut journey to Altdorf should be no more than 12
Todbringer), Kirsten tells them the situation days.
requires particular finesse at this point.
“When you arrive, leave your mounts to the
“You’ve done well. Very well,” Kirsten says in care of Erich Alder, proprietor of the Alder
conclusion. “We will meet with you again Stables, near the North Gate. Tell him that
soon. There is another job for you, but final you’re there to conduct business with Herr
arrangements have not been made as yet. In Rüdigar Francke, Keeper of the Greystone
any event, enjoy Middenheim while you’re House, and he’ll take exceptional care of the
able. Your lodging here has been paid for mounts. Once you’ve made your lodging
another week and I leave you the contents of arrangements within the city, make your way to
this purse to split among you in whatever the Ulthuan Embassy in the Oberhausen
matter you deem fair. Now, I take my leave.” district. The Oberhausen is one of the
With that, Kirsten leaves a purse with 80 GCs southernmost districts west of the Reik. Across
and then departs. the street from the front of the Embassy is a
small townhouse. Go to flat 6 and hand this
The PCs are not contacted again until 15 sealed note I give you to an elderly gentleman
Sigmarzeit. A sealed note is left for the PCs named Theobald Haushofer. It’s important that
with the barkeep who has been paid to give the the letter is sealed when handed to Herr
following handout to the first one he sees. Haushofer. If it’s opened, the people he works
for will assume you are not who you are and
*****Handout #5***** your lives will be in danger.”

Colleagues, [GM Note: Should the PCs fall to the


temptation, the letter has no writing other than
Meet me at the Red Moon Theobald Haushofer’s name.]
Cabaret at 8:00 PM this
evening. Tell the man at the “Here’s a bag with another 60 GCs for you to
door that Elise sent for divide among yourselves. May the Gods and
you to meet her cousin. Goddesses give you their
He’ll let you in without blessings in this time of trial. I
collecting the admission must go now. Farewell. We
fee.

Empire at War
58
shall not meet again.” With that, Kirsten departs.
Into the Maelstrom
Unknowingly brought into Baron Heinrich divided into three Ordos each with its own field
Todbringer’s service, the PCs have been sent of operations. In this adventure, we shall
to Altdorf to perform an important task, encounter two of the three Ordos.
assuming they can survive the dangers on the
road posed by both man and beastman. Along Ordo Terribilis is under the leadership of its
the way, the PCs will encounter another group two Magistri, Dieter Kucinich and Johann
vying to bring about the downfall of the Heinz Lieberung. As we have already heard,
Empire: the Red Crown. both of them have managed to infiltrate the
highest echelons of the Imperial court; Dieter
Soon after their arrival in Altdorf, a massive is the principal aide of the Sigmarite Court
explosion rocks the Cathedral of Sigmar and Lector, while Johann is Chancellor of the
kills the Grand Theogonist along with a few Empire, one of the highest positions in The
priests. The PCs must make their way Empire. From these high places, the two
through the streets full of panicked Altdorfers Magistri have orchestrated a devious scheme
to reach their pre-arranged meeting. that has already struck terrible blows at
Imperial rule and authority and is close to
Once they reach their destination, the PCs are destroying it completely.
given the task to uncover whatever
machinations are behind the Emperor’s This scheme was initiated soon of after
declining health and smash any treacherous Kucinich was appointed aide to Court Lector
elements in the heart of the Empire. This Metternich. One of Kucinich’s duties was to
mission takes the PCs to a number of factions serve wine to both the Emperor and the Lector
that represent the Altdorf social spectrum: when the two would meet privately. He would
from the high and low to the magical and then withdraw before the two men discussed
mundane. The PCs must then untangle this confidential matters and stand outside the doors
spider’s web of information in order to find a with the guards in case he was needed. In this
focus to their investigations. During the manner, Kucinich was able to add drops of a
course of their efforts, the PCs will come to pharmaceutical substance that began the slow
the attention of the enemies within and find process of causing the Emperor’s mental and
themselves a target to be eliminated. The PCs physical health to deteriorate. Fully aware of
must overcome these latest obstacles and the Emperor’s weakened state, Chancellor
perform a heroic deed to rescue the Emperor Heinz has deftly manipulated the Imperial
from his predicament. court, diverting funds from Ulrican nobles to
his own sinister projects and ensuring that the
Emperor’s limbo spread throughout the
The Purple Hand Imperial government – thus creating optimal
of Altdorf conditions for his fellow cultists across the
Empire as they fuelled the discontent between
The Altdorf cell of the Ulricans and Sigmarites in accordance with
Purple Hand cult is Operation Zeal. Now, that long-awaited day
organised along the same when civil war erupts and the Purple Hand can
lines as its counterpart in take charge finally seems to have come. And
Middenheim was before the Magistri are ready.
the dramatic events of the incidents described
in the Power Behind the Throne (see Unexpected obstacles are right ahead,
Middenheim: City of Chaos for details on the however – our heroic PCs being one, while a
Middenheim cell anno 2512). Thus, the cell is fellow cultist is another! A certain Brother

Empire at War
59
Karl of the Middenheim cell managed to
escape the purge that following the
Sidebar: The Red Crown
Doppelganger incident there and arrived safely The Red Crown is a competing cult of
in the Imperial capital. Intimate with the ways Tzeentch to that of the Purple Hand.
of the Purple Hand, Brother Karl quickly General information on this cult is
established contact with the Ordo Novitiae, available in Death on the Reik; here,
which, amongst other things, deals with it suffices to say that the Red Crown
recruitment. The ambitions and fortunes of spends much effort recruiting the
this Ordo improved greatly once Brother Karl mutants and Beastmen lurking in the
swiftly took over its leadership, after forests of The Empire and plan to use
poisoning the imbecile having run the show so them to incur the Time of Changes.
far.
No one knows better than Anders Köhler
Following the cult disaster in Middenheim, that the Time of Changes is fast
the Altdorf cell decided to decrease approaching. A ranking agent of the Red
communication between the three Ordos to a Crown he has spent years in preparation,
minimum in order to minimise risk of
gathering a formidable force of mutants
exposure. So wrapped up in their own plotting
and beastmen under his leadership.
and the obsessive secrecy of the cult were
both the Magistri Terribilis that they have yet From the village Mittelweg to
to recognise the ambitions and schemes (let Frederheim, Köhler’s war band ranges
alone identity) of the new Magister Novitiae. along the Altdorf-Middenheim Road.
Meanwhile, Karl is equally unaware of the They have raided settlements, attacked
actions of the Ordo Terribilis as his own travellers, and ambushed coaches. On
devilish plot (described in the section “Death occasion, Köhler leads his band against
of a Grand Theogonist” below) to advance bandits and other mutants, especially
havoc in The Empire comes to fruition. Soon, when they have the numerical superiority
the two plots will begin to interfere with each against their opponents.
other, with a certain group of accidental
heroes caught in the middle. Other war bands of the Red Crown roam
the forests of the Empire, terrorizing
villagers and isolated homesteaders.

Travelling down the viaduct leading towards


Altdorf, the PCs notice construction crews of
Dwarfs and humans working on the sloping
roadway. If Karl-Heinz Wasmeier succeeded
in destroying this viaduct at the end of Power
Behind the Throne, then the work is a
continuation of the rebuilding of this
thoroughfare. If the viaduct was left
On the Road to Altdorf unharmed, then the work is simply
If the PCs follow Kirsten’s directions, Hans maintenance.
Staller provides horses (or ponies, in the case
of Dwarfs and Halflings). “Take care of The following table should help the GM keep
them,” Hans advises them. “Make sure you track of the PCs progress as well as provide
stop every few hours and allow them to eat information of the war-related events.
and rest a bit. Brush them down every night
and they’ll better serve you.”

Empire at War
60
Day Events
16 Sigmarzeit PCs depart Middenheim in the morning and arrive at the coaching inn of the
Black Ferret late in the day. Baron Nikse begins directing the deployment of
troops to the Ostland border. Feldmarschall Marius Leitdorf leads Averland
contingent through Stirland with permission of Graf Alberich and proceeds
through Ostermark to Wolfenburg.
17 Sigmarzeit PCs arrive at the coaching inn of the White Mare. Count von Raukov supervises
the strengthening of Wolfenburg’s defences while the Ostland army musters
nearby.
18 Sigmarzeit PCs arrive at the coaching inn of Old Man Oak, north of Malstedt, in the late
afternoon. Holy day and celebration for the cult of Sigmar. The Grand
Theogonist leads the procession around the city walls of Altdorf in honouring the
Empire’s patron god. Grand Duke von Krieglitz uses the occasion to raid the
southern Ostland countryside. Cult of the Red Crown attacks the village of
Guthügel on the outskirts of Bröckel.
19 Sigmarzeit PCs arrive at Sotturm after another day’s journey. Cult of Sigmar begins its 10-day
conference to determine the cult’s strategy for dealing with the outbreak of war
and its religious overtones.
20 Sigmarzeit PCs arrive at the coaching inn of the Broken Axle. Count Pfreifraucher of
Wissenland summoned to Nuln for consultations with Countess Emmanuelle von
Liebewitz.
21 Sigmarzeit PCs arrive at Mittelweg in the early evening.
22 Sigmarzeit PCs arrive at the coaching inn of the Hart and the Hound. Grand Duke von
Bildhofen sends a detachment to investigate the raid on Guthügel.
23 Sigmarzeit PCs arrive at Bröckel in the afternoon. Graf Haupt-Anderssen arrives in Nuln
with his general to meet with Countess von Liebewitz. Ostland and Talabecland
armies clash south of the village of Wodern. Count von Raukov is forced to retreat
as a bold manoeuvre by Count Ludenhof collapses the Ostland flank.
24 Sigmarzeit PCs arrive at the coaching inn of the Green Dragon. Having received his liege-
lady’s conditional blessing, Count Pfreifraucher returns to Grissenwald where the
army of Wissenland awaits transport to Wurtbad. Graf Haupt-Anderssen and his
entourage return to Wurtbad via the River Aver and the Old Dwarf Road.
25 Sigmarzeit PCs arrive at Kutenholz in the early evening. Talabecland and Hochland
companies advance towards Wolfenburg. Grand Duke von Bildhofen is pressed by
his vociferous vassals to join the war on the 'Sigmarite heretics' but stands by his
neutrality. Sigmarites are persecuted in the countryside and begin fleeing into
Reikland in sizeable numbers.
26 Sigmarzeit PCs pass the Shrine of the Shining Rock before they arrive at the village of
Frederheim. Graf Haupt-Anderssen and his general arrive in Averheim to meet
with Grand Countess von Alptraum .
27 Sigmarzeit PCs arrive in Altdorf in the late afternoon. Allied Talabecland and Hochland
forces lay siege to Wolfenburg.

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61
Along the route, the PCs may hear any of the PCs trying to get around the tollhouse without
following rumours: paying will have to retreat some 500 yards and
then make their way through the hilly and
!" Have you heard? The Emperor is said to
difficult terrain until they can rejoin the road
have claimed that the moon-men living on
about a mile beyond it. Should they chose this
Mannslieb will come down to save the
way, the PCs will not make it to the Old Man
Empire. He’s cracked, I tell you.
Oak coaching inn unless they are willing to
!" Mutant attacks have increased ever since the travel an hour after sunset. The GM may wish
Emperor’s Edict on protecting those ill- to have the PCs take Listen tests to hear
favoured creatures. We should just burn movement through the undergrowth in the
them all! surrounding woods. Only a PC with
!" I wonder what von Bildhofen is up to? His experience in one of the appropriate Ranger
Talabeclander allies have bullied Hochland careers (e.g., Huntsman, Trapper) will
into action against Ostland and the recognise any noises as the nocturnal creatures
Nordland Baron has been putting off the of the night, such as polecats, rabbits, deer, or
Graf. If not for the attack on the villages wolves.
south of Mittelweg, I’m sure he’d be
The toll-keeper is Albert Nernst, a brave man
marching east.
who recently received the commission from the
!" You have to wonder if Graf Boris is losing it. Grand Duke of Middenland to collect toll (a
He’s said to demand that all war cease, yet bargain at 10 shillings per person, 1 GC per
no one is listening. horse, and 1 GC for each wagon) from those
who use the road to and from Middenheim. If
!" The price of food is increasing with the
asked about the reasons for building the new
coming threat of famine. This war in the
tollhouse, Albert explains he pitched the idea
east will amount to no-good.
to one of the Grand Duke’s advisors. Given
!" There’s rumour the Emperor’s generals are the traffic on the road, especially in this time of
preparing to attack Middenland across the strife, the tollhouse would be a good means to
Reik if von Bildhofen leads his forces generate some much needed revenue. The
eastward. Grand Duke’s excisemen come periodically to
collect the agreed upon share of collected fees..
!" Never trust a Sigmarite further than you can
throw him. Albert is a friendly and talkative man who likes
!" There are things in the woods to stay clear introductions and asks those paying the toll
from, especially during the night. about news and gossip. In addition, he passes
the time raising chickens and pigeons for their
Something New eggs and meat. Albert’s wife and three teenage
As the PCs ride south in the mid-afternoon of 18 sons have joined him here, along with his sister
Sigmarzeit, they come across a newly built and brother-in-law. In addition, a patrol of six
tollhouse positioned between two rises on either roadwardens wearing the armbands with the
side of the road. The gate stretches across the province’s colours and insignia has recently
road at this point and the edges of the road falls established their base of operations here.
over a steep ditch before ascending up the rise.

Sidebar: Location of Delberz


One of the drastic changes wrought by the map accompanying the Storms of Chaos campaign was
the lengthening of the River Delb and the relocation of the town of Delberz. Should the GM prefer
to use the new location of Delberz in this scenario so as to be more consistent with the revised
topography for the Empire, the town should be placed approximately at the midpoint between
Mittelweg and Sotturm on Map 5 and the Broken Axle would be located just south of the town.

Empire at War
62
The job of a toll-keeper also provides cover for A small gate, usually barred from within, leads
Albert’s real job – being an informant in the from the back of the compound to a rubbish
secret employ of the Grand Duke. If he gains heap in the woods. Many animals – including
any information of interest, Albert is certain to the occasional solitary Beastman or mutant –
send a message to the von Bildhofen household scavenge for whatever may be edible in this
through use of the Grand Duke’s carrier pile of refuse. Generally, it would take the foul
pigeons, a few of which Albert has among his stench of a couple of Beastmen to cause some
own birds. The message is really a one-way unrest in the horses stabled within the
communication as there hasn’t been time for compound. So long as whatever creature is
Albert to properly train his pigeons to return to lurking among the debris does not approach the
the tollhouse. compound any closer, the alert sentries are
willing to not do anything to upset the situation.
Information which would interest von
Bildhofen could include news that an irregular This night is different; the wind blows from a
group of Knights Panther (the PCs) are heading northerly direction and sends the scent of five
to Altdorf for some unspecified reasons. This Beastmen into the compound where the horses
would only be sent if the PCs were not careful are stabled just after midnight. The horses are
with what they tell strangers, no matter how tensed and jittery. Any PC on watch will easily
friendly they appear to be. hear the commotion from either the common
room or whatever room they are lodging as
Night Moves both are located on the same side as the stables.
Like all coaching inns found along the Should the PCs search for the sentries (made
stretches of Imperial roads, wooden palisades easier from the upper floor window of the
and ditches surround the Broken Axle and private room for which they may have paid),
adjacent buildings. The gates are opened from they will see them standing still and facing the
dawn to or shortly after sunset. One or two rear gate leading to the midden. The sentries
sentries man a lone watchtower near the gate at stand, listening as carefully as they can to any
all hours of the night with a bell to sound the noise that might indicate an attack, ready to
alarm. Meanwhile another one or two sentries blow their whistles.
patrol the walls, ready to blow their whistles at
the first sign of danger. These Beastman are responding to a siren call
which mysteriously draws them to a war band

5 Beastmen

Unless specified otherwise below, the beastmen all have goat’s heads with a brownish coloured fur
and the following profile

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 41 25 3 4 11 30 1 30 29 24 29 24 10

Equipment: Hand weapon

Mutations:
Beastman #1: Pointed Head (Int-10)
Beastman #2: Additional Left Arm (A+1), Additional Eye
Beastman #3: Bulging Eyes, Crown of Eyestalks, Cause Fear
Beastman #4: Fangs (A+1, bite), Hunchback, Cause Fear
Beastman #5: Strong (S+3)

Empire at War
63
that Anders Köhler is gathering in the Drak Tussenhof, though some might have been at the
Wald Forest for his next attack. They stop by assault near the Shrine of the Shining Rock
the rubbish pile, blocked from view from the nearly two years ago (Power behind the Throne:
coaching inn by a number of trees, to gather Carrion up the Reik section, pages x-xiv).
whatever they can find to eat before moving on.
The sounds and smell of frightened horses Four Sons have been sent ahead to set up an
tempt the pack to attack, but their bestial senses ambush around the next bend in the road in case
tell them the time for confrontation has not yet the PCs try to make a run for the safety of
arrived. There will be food aplenty when they Bröckel while the others are shadowing the PCs
go raiding. to make sure they do not turn around. The Sons
have undertaken patrolling this stretch of the
The PCs have an option here. They can either Altdorf-Middenheim Road until relieved by
let them pass unhindered or go into the woods Middenland regulars, with whom the Sons have
and kill the foul children of Chaos. If the PCs been cultivating a cordial working relationship.
choose the former course of action, then they The Sons intend to learn who the PCs are and
will certainly see these same Beastmen under their purpose for journeying southward.
the banner of the Red Crown.
Even in their inquiry, the Sons are belligerent
Get Back and suspicious. They believe all Sigmarites are
On 23 Sigmarzeit, the PCs are travelling on the mutant-lovers as exemplified by the Emperor’s
road towards Bröckel after departing from the edict protecting mutants from harm and spies
Hart and the Hound coaching inn. The day trying to weaken the strength of faith of the
seems rather peaceful, with a number of people in the northern provinces. Should the
travellers on the roads. If the PCs think about it, PCs convince the Sons they share their distaste
they realize most travellers moving along the for the heretical Church of Sigmar, the Sons let
road do so in sizeable numbers. No group of them pass with a warning about the dangers of
travellers journey in groups of less than five and the mutant band. They will also relate that a few
all are warier than one would normally expect. of the survivors of the Güthugel raid recall a
horrible stench before the attack commenced.
Should the PCs ask any of the passers-by about
news on the road, many journeying from the Should the PCs become confrontational with the
south will shake their heads and reply if the PCs Sons or demonstrate some sympathy towards the
had not heard. The travellers inform the PCs Sigmarites (for example, expressing a desire for
that foul mutants attacked the village of the two groups to resolve their differences
Güthugel on the holy day of Sigmar. They tell through discourse), the fanatical Ulricans do not
of a number of the villagers were killed or hesitate to attack. They will not suffer Sigmarite
missing, their livestock butchered, and buildings collaborators to roam Middenland unchallenged.
burnt. Of course, no one on the road has been to The Sons will break off the fight if they lose half
the village, but they will report (with some their number.
expected exaggeration) what they’ve heard
others say. As the PCs arrive at the Four Seasons coaching
inn of the Bear in the Barrel in the small town of
By midday, the particular stretch of road the PCs Bröckel, the gathering storm clouds begin to
are on grows quiet. PCs with the Sixth Sense rain. A Roadwarden patrol, led by Sergeant
skill realize they are being watched and followed Franz Lessing, enters the inn soon after the PCs
from within the forest. A Sons of Ulric unit is begin drying off. The six men have just returned
tracking the PCs having just chanced upon them from the village of Guthügel by way of
as the fanatics were looking for the mutant band Kupfengrube. If the PCs buy them a round, the
that attacked Güthugel. None of these Sons are Roadwardens are more than happy to discuss
from the group which set forth to ambush the what little they have found. They confirm the
Sigmarite delegation from Ostland near stories the PCs have heard from other travellers,

Empire at War
64
as well as the report of a repulsive stench prior to the raiding parties passing became difficult to
the attack. The patrol adds that the corpses of the follow and eventually were lost.
captured livestock were found 400 yards north of
the village in the hills. These were ravaged as if The PCs might want to stop by Guthügel to
by wild animals and the remains left rotting. The investigate. This could be problematic as the
tracks continued through the forest skirting both journey from Bröckel to Guthügel takes about a
Guthügel and Kupfengrube before separating. day, so the PCs would lose two if they insist on
Once the group – which the Roadwardens going forward. In addition, the heavy rains of
estimate at 6-8 members – splits up, any trace of the night will wash away any remaining traces.

Gerd Hollweg, defrocked priest and leader of this Sons of Ulric war band

Gerd was a young priest who was expelled from the small Delberz temple of Ulric for publicly
embracing the doctrine of the Sigmarian Heresy in 2510. Gerd tried to petition Ar-Ulric to be
reinstated, but was flatly turned down without a hearing. Depressed by his ill fortune, Gerd
became a hard-drinking mercenary in the service of Middenland. Soon after, Gerd was tossed
from the mercenary band for obscure reasons and degenerated into a raving drunk. One day, a
tough, old soldier named Götz Baum found a semi-conscious Gerd lying in a pool of his own
vomit and wastes in a back alley behind the Temple of Ulric and took him to a Sons safe house.
From that point the Sons gave Gerd a purpose in his life, to which he embraced as his salvation.

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 44 40 5 3 8 44 2 32 44 35 43 47 43

Skills: Animal Care, Arcane Language- Magick, Cast Spells- Clerical 1, Concealment Rural,
Disarm, Dodge Blow, Frenzied Attack, Meditation, Public Speaking, Read/Write
(Reikspiel), Ride-Horse, Scale Sheer Surface, Scroll Lore, Secret Language-Battle, Secret
Language-Classical, Set Trap, Silent Move Rural, Spot Trap, Strike Mighty Blow, Strike
to Stun, Theology

Magic Points: 9

Spells: 1st: Cure Light Wounds, Fire Ball, Steal Mind

Equipment: Sword, Wolf-skin Robes (1AP head/body), Face-paint, and Purse (4 GCs, 12 shillings
and 9 pennies)

8 Sons of Ulric (Outlaws)

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 49 35 4 3 7 40 2 34 39 31 28 36 42

Skills: Animal Care, Concealment Rural, Disarm, Dodge Blow, Frenzied Attack, Ride-Horse,
Scale Sheer Surface, Secret Language-Battle, Set Trap, Silent Move Rural, Spot Trap,
Strike Mighty Blow, Strike to Stun.

Equipment: Sword, Wolf-skin Robes (1AP head/body), Face-paint, and Purse (2D6 shillings and
2D6 pennies)

Empire at War
65
The Banner of the Red Crown priests in short order and then join the Beastmen
On 26 Sigmarzeit, the PCs depart from the in slaying the templars. Anders, himself, will join
Middenland town of Kutenholz and make their whichever Beastmen unit needs support to
way to the Reikland village of Frederheim. The quickly overwhelm their opponents.
day is pleasant and the PCs are within two days
of reaching Altdorf. GMs are encouraged to decide beforehand how
the fighting should go in the event the PCs do
Before they reach the Middenland-Reikland not intervene. It is suggested the priests and
border, the PCs come across a large white templars should make a decent accounting of
boulder on their right. It marks a path cut into themselves before falling to superior numbers.
the thick forest which leads to the Shrine of the The victors would then ritually mutilate the
Shining Rock, a holy place for both the cults of corpses as well as feast on some of the remains.
Sigmar and Ulric. Both carved symbols of Ulric The activity should be so graphically disturbing
(on the north face) and Sigmar (re-carved on the that any PC watching this unfold should take a
south face) have been covered with smeared Cl test to avoid being unsettled. Any failure of
faeces. PCs with the Sixth Sense skill feel they 30 or more points results in the PC gaining 1
are being watched by something in the forest Insanity Point.
near the trail. At this time, a foul stench assails
their sense of smell. If the PCs burst on the scene, Anders will see
them approaching. Should the PC resembling
Anders has set his foul-smelling Beastman here Kastor Lieberung be amongst the party, Anders
as a hidden sentry, believing most travellers re-directs the attack towards this hated face from
would continue on their way rather than his past. Anders is so obsessed with killing the
blundering down the way to the shrine and man who thwarted him long ago that he does not
interfering with the attack being set. Should the realize that his war band is in a trap. They are
PCs recognise this reek as a sign of danger and caught between the guardians of the shrine on
turn their horses off the main road, the Beastman one side and the PCs on the other. It takes
runs towards the creeping Tzeentchian war band Anders D6+4 rounds after the PCs appear or
to warn the others. until he has lost half his force to perceive the
tactical blunder he finds himself. Should the
The rest of the Red Crown is positioned at the battle be going against them at this point, Anders
edge of the clearing about a half mile away. and any remnants of his band makes a run for it.
They have noted the shrine has provided some
defence for the four priests – two Sigmarite and In the event the battle goes poorly for the PCs,
two Ulrican – who maintain this site. The four the GM may opt to have the Sons of Ulric band
templars, two from each of the respective encountered near Bröckel make a timely
Templar orders of the Fiery Heart and White appearance. The Sons attack the Chaos minions
Wolves, have been stationed here since the without hesitation, as the Chaos minions are an
incident with the Grand Theogonist nearly two affront to the gods and humanity. This also
years ago as a defence against any further means that it’s unlikely the PCs will have an
provocation by the Sons of Ulric. opportunity to capture and interrogate Anders.

If at full force, including the five Beastmen who Should the PCs chase after Anders, the Red
passed the PCs near the Broken Axle, Anders has Crown leader turns and fights to the death when
deployed his forces in three units – two units of the chance of escape becomes unlikely. Anders
four Beastmen and a unit of Mutants. The goes after the Kastor Lieberung look-alike if he
mutants were sent to a part of the forest closest to can reach him and tries to kill the PC before he
the small building where, when not at the shrine, is cut down. Otherwise, Anders will go after any
the priests reside. They will attack once the two of the PCs who appear to be the most leader-like
unit of Beastmen charge the four templars. (GM choice).
Anders expects the mutants to overwhelm the

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66
Interrogating Anders will depend on the unfavourable assumptions about the
presence of the Kastor Lieberung look-a-like. relationship of the PCs to the deceased. The
Assuming the captured Anders believes he has PCs might want to quickly attempt to diffuse
finally caught up with Kastor and some fellow the problem before the templars decide to take
Purple Hand cultists, he taunts them: the PCs into custody. One way is for the PCs
to prove they are Knights Panther.
“You may have won this
skirmish, but don’t think your Should Anders escape in the forest with a
sneaking about with your spies portion of his followers, his end will take a
within the cult of Sigmar and mundane path. Chaos rewards neither the
duplicitous schemes will win weak nor failures. At some point in their
over the favours of the Great retreat into the Drak Wald, Tzeentch’s servants
Mutator. The Time of Changes kill and devour Anders.
will find you all wanting.
Njawrr’thakh ‘Lzimbarr Memories
Tzeentch.” PCs remaining from the original group that
struck out for Altdorf on 24 Jahrdrung 2512,
With the last utterance, Anders screams as his may well remember this spot. This is where
body erupts with a series of rapid mutations – their lives were changed on that fateful day
tentacles, eyestalks, rearrangement of facial when they stumbled upon an overturned coach
features, and so forth – until his remains and a band of marauding mutants. There is
collapse into a undefined mass of flesh. PCs nothing left of the tragic day in this spot north
watching this horrific end to Anders must pass of Frederheim on the Altdorf-Middenheim
a Terror test to avoid curling in a weeping ball Road. There are no markers to indicate where
and gaining 1 Insanity Point. the victims had fallen or remnants of the
damaged coach.
The same aforementioned sequence occurs if
the Kastor look-a-like is not amongst the PCs. Looking around the area, a PC with the Secret
The only difference is what he has to say Signs- Scout’s or Woodsman’s skill will notice
before his ghastly death. Anders utters the markings on a large oak nearby. It warns,
following from the Book of Transmutation: “Beware the Priests.”

“And at the appointed time we


shall rise from our secret places Altorf Calling
and throw down the towns and When the PCs come within sight of Altdorf’s
cities of The Empire. Our North Gate, they see there is a long queue
brethren shall pour forth from the awaiting entrance to the Imperial capitol. As
forests to slay and burn, Chaos with the situation in Bergsburg, the PCs need to
will cover the land and we, the check in any equipment that is not permissible
chosen servants, shall be exalted within, as well as pay the gate tax.
in His eyes. Njawrr ’thakh
‘Lzimbarr Tzeentch.” Before they get to that point, the PCs should
remember to leave their mounts to the care of
Unless the PCs have taken precautions, there is Erich Alder. The Alder Stables, like the five
a chance that some or all of those at the shrine others of its kind, are located to the east of the
will hear what Anders said and witness his North Gate. A number of carts with teamsters
death. Should the GM want to randomly are located nearby to off-load the merchandise
determine their response to the rapid brought in from those merchants who braved the
mutations, the priests have Cl of 43 and the roadways to bring into their goods to Altdorf.
templars 54. Those succeeding might make

Empire at War
67
Anders Köhler, leader of the Red Crown band in Middenland

Once a member in the Nuln chapter of the Purple Hand, Anders came to despise the group’s lack of
initiative and dedication. It seemed all the fools wanted to do was play their endless game of
intrigue –as much as against one another as against their enemies. Kastor Lieberung forced Anders
out for advocating a more direct and deadlier approach to pushing the group’s goals. Anders
wandered northward and found his own calling with the mutants and beastmen that lurked in the
Drak Wald. Soon he joined the cult of the Red Crown, which he found much more to his liking.

When the Time of Changes came, Anders knew the Purple Hand would be one of its victims. So
far, he has succeeded in killing a number of treacherous Purple Hand members and been thrice
rewarded by Tzeentch. On one occasion, however, he did not get his scalp. In the spring of 2512,
Köhler chanced upon (who he thought to be) Kastor Lieberung on the road to Altdorf, as
Lieberung and a handful of henchmen were fighting a group of mutants. Sadly, on this occasion
Köhler was traveling alone. From his position hidden behind a tree he had to watch the Magister
Impedimentae and his henchmen eliminate the last of the attacking mutants. Köhler departed the
scene before the victorious Lieberung and henchmen left in their coach. Since then, however, the
hatred for Lieberung has burned stronger than ever in Anders memory, as has his faces. Anders
would pay any price to have the chance to right that wrong.

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 45 40 3 4 9 44 2 31 48 37 44 35 40

Skills: Concealment Rural, Disarm. Dodge Blow, Public Speaking, Read/Write (Reikspiel),
Set Trap, Silent Move Rural, Spot Trap, Strike Mighty Blow

Equipment: Sword, Mail Shirt (1AP body)

Mutations:
!" Evil Eye (opponents within 8 yards need to make I test to avoid gaze. Failure means
opponent suffers penalty of –1/-10 or +1/+10 as appropriate as to all dice rolls while
Anders lives)
!" Magic Immune (automatically passes any Magic test; gets a Magic test on spells that
normally do not allow for such; reduce magic weapons used against him to non-
magical)
!" Rune of Tzeentch (moves about the body)

The stables, and Erich, are easy enough to When Things Go Boom!
find. He greets the PCs as he does all The PCs manage to get into Altdorf after
potential customers, telling them how his spending 20 minutes in queue. Altdorf is still
facilities are better than those of his quite busy, especially at the Königplatz [location
competitors. When the PCs mention they’re m on the map below] where agents from the
here to conduct business with Herr Rüdigar various inns in the neighbouring districts
Francke, Keeper of the Greystone House, converge on visitors, offering them bargain
Erich winks at them and tells them theirs will accommodations while dismissing their
be better cared for than the Emperor’s own competitors. There are also a number of
horses. pickpockets taking advantage of the apparent
mayhem that rules the square.

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4 Beastmen
Unless specified otherwise below, the beastmen all have goat’s heads with a brownish coloured fur
and the following profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 3 4 11 30 1 30 29 24 29 24 10
Equipment: Hand weapon
Mutations:
Beastman #1: Blood Rage (subject to Frenzy, T+1), Feathered Hide

Beastman #2: Horrible Stench (all creatures within 2D6 yards suffers penalty of –1/-10 or
+1/+10 as appropriate as to all dice rolls), Warty Skin (0/1 AP all over

Beastman #3: Poisonous Bite (A+1, poisonous bite), Snake Tail (A+1, bite)

Beastman #4: Ant Head (A+1, bite), Long Spines (opponent in hand-to-hand must pass an
I test to avoid S1 hit)
10 Mutants
These have been trained to be Anders’ foot soldiers. Unless specified otherwise below, the
mutants are human in appearance and have the following profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 29 4 3 8 30 1 29 29 29 29 29 25
Equipment: Hand weapon, Tattered clothing
Mutations:
Mutant #1: Scaly Skin (1AP all over)
Mutant #2: Tail, Transparent Skin (causes fear)
Mutant #3: Reptilian Crest. Iron Hard Skin (5AP all over)
Mutant #4: Albino (halve T), Goat Head (A+1, gore)
Mutant #5: Moronic (Int-20, subject to stupidity)
Mutant #6: Black Skin (+20 to Hide tests at night or in dark surroundings), Weapon Master
(WS+22)
Mutant #7: Uncontrollable Flatulence (30% chance of gas being emitted in a cloud 2D4
yards in diameter, lasts for 2D6 rounds; T test for victim to avoid becoming
nauseous and S-1 until cloud disperses)
Mutant #8: Spits Acid (up to 10 yards using BS, causing one S3 hit)
Mutant #9: Overgrown Body Part - Feet (three times normal, M-1, T+1, W+1, I-20).
Mutant #10: Large Ears (Acute Hearing)

Empire at War
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As the PCs are extraditing themselves from the of the current regime may result in their arrest by
commotion in the Königplatz, they hear a large those trying to re-establish order.
explosion. It is less than a half-mile away to
the southwest across the Reik. If the PCs look GMs are encouraged to have the PCs stopped a
straight down the Street of a Hundred Taverns couple of times by any one of the people
[location p], they can clearly see smoke and representing order and asked to state their business
hear screams coming from the Cathedral of in Altdorf and any travelling papers they may be
Sigmar [location 12]. The din of commotion carrying. The PCs can get by if they simply show
and panic start to grow. The PCs will need to their Knights Panther medallions and state they
get closer if they want to get a view as to what are on business for Middenheim.
is occurring.
If the PCs mention “Rüdigar Francke” or “the
After the initial shock passes, the Imperial Guard Greystone House,” they will receive a quizzical
– sometimes referred to as the Reiksgard – and look for the persons inquiring about their business.
the Order of the High Helms are dispatched from The responses tend to be along the lines of:
their barracks to throw a security cordon around “Never heard of him or the house. Why are you
the Imperial Palace. In similar fashion, the really here?” The PCs will get a similar kind of
Templars of the Fiery Heart surround the response if they bring up the name “Theobald
Cathedral. Meanwhile, the Altdorf garrison Haushofer.”
moves to shut down the Emperor Karl-Franz and
the Three Toll bridges. This is after a slow start As they move through Altdorf, the PCs may hear
by their politically-minded captains who would the following news, rumours, and exaggerations:
still be awaiting orders if not for a few alert and !" I’ve heard the explosion killed the Grand
aggressive sergeants. The West Gate has been Theogonist and injured many of the Sigmarite
effectively shut down to the dismay and anger of priests.
the thong awaiting entrance. !" Rumours abound that a number of high-
ranking priests were killed alongside the
Even with all this activity, the west districts of
Grand Theogonist. May they find rest in
Altdorf are hardly closed. For a rather pricey fee
Mórr’s realm.
(at least 1 GC per person), greedy boatmen will
gladly ferry people back and forth across the !" They say that symbols of the Ulrican faith
Reik. The tight-fisted could still make their way were found near the explosion site, curse their
southward across the Talabec on the Old Emperor cowardly hides.
Bridge and then across the Reik at either the
!" I bet Graf Boris is behind this outrage. I’ve
Sigmar or Mourners’ Bridges. The districts heard from a good source that he fancies
through which one needs to travel for this route – himself as Emperor.
The Docks, Reikerbahn, and Morrwies – are
hardly the safest in the Imperial capital. !" It’s high time the Emperor put an end to the
faithless Ulricans. Why does he not act?
No matter which way the PCs make to the
!" Why wait? I’d say we hang them all now!
Oberhausen district, they will encounter crowds
of people clearly upset by the bombing at the !" The price of food is certainly going to up
Cathedral, wary Watchmen trying to keep some again. It’s going to be hard to feed my eight
semblance of order while keeping an eye out little ones.
for looters and pickpockets, tense soldiers and
!" Wissenland is the new power up the Reik, mind
alert Templars searching for anyone looking
you! While that doll von Liebewitz throws
guilty or having something to hide. There are
another party, Count Bruno is moving his own
some opportunists who may try to use the
soldiers up and down the river Stir. Von
current disorder to their advantages, such as
Liebewitz will be checkmate, before she knows
agitators and demagogues. These individuals
what happened.
are playing a dangerous game as any criticism
Empire at War
70
Should the PCs ask for directions to the until they have heard out his master. With that,
Ulthuan Embassy [location 26], most Theobald retires to another room. Unbeknown to
Altdorfers will provide directions which help the PCs, the manservant sends a signal – a white
the PCs reach that location. A few might lead cloth flapping out the window – indicating all is
the PCs astray for no other reason than they clear and the PCs have arrived.
don’t like or trust outsiders.
Fifteen minutes later, Theobald returns and asks
Upon reaching the Ulthuan Embassy, the PCs the PCs to stand. He explains that his master has
can spot a small three-story townhouse across arrived and will be entering momentarily. Should
the street. Flat 6 is on the uppermost floor and the PCs recline, Theobald politely informs them
the PCs have to climb narrow stairs to reach it. his master could easily have them tossed in one of
When they reach the top of the stairs, the PCs the Emperor’s prisons for being insolent. The
will see that the door of the flat (with the sound of heavy boots and armour ascends the
number ‘6’ on it) is slightly ajar. stairs. The PCs may be concerned it’s a trap, but
Theobald assures them that they are safe.
Should the PCs decide to listen before bursting
in, have any who do so make a Listen test for The door opens and a man in Reiksgard regalia
soft noise (+10 Acute Hearing) to hear the enters, followed by a man in rich clothing. Two
sound of clinking china. If the PCs decide to other Reiksgards take position by the door.
charge in the room, they find themselves in an Theobald bows deeply and signals the PCs to do
entry room where an elderly gentleman in fine the same. “My Excellency, the Count von Walfen,
clothing is pouring tea. “My name is Theobald by your will I shall take my leave of your lordship
Haushofer,” the well-groomed man says, “I and close the door behind me. I shall await your
could not help but hear your ascend up the pleasure outside with your guard.” Theobald exits
stairs. Please be seated.” Theobald motions to after receiving a nod from the Count.
the seats arranged about the room. “Please do
not use the large one nearest the fireplace. That Should the PC who resembles Kastor Lieberung
is for the man who will speak you shortly.” (or was recognised by the Grand Theogonist as
looking like someone at the Imperial Court) be
In the event the PCs fail to offer him the letter, present, Count von Walfen will look at him
Theobald states, “I believe you were to deliver curiously a few seconds before he makes
something to me. May I see it?” If the PCs introductory announcement:
have lost the letter along the way or opened it,
then Theobald asks them ever so politely if they “I am Count Siegfried von Walfen, good gentles,”
could quickly tell him their names. He cautions the noble announces. “I am pleased you were not
them to be truthful as now is not the time for caught in the explosion.” If the PCs attempt to
duplicity. Lives, specifically the PCs’, hang on interrupt to ask about the explosion, Count von
their honesty. Should the letter be unopened, Walfen waves off the question and continues, “In
Theobald replies, “Excellent, you have done agreement with your lord, Baron Heinrich
well.” Todbringer, you have been sent to assist me in
matters most delicate.” Should the PCs looked
After the PCs have turned over the letter and surprised to learn they have been working for
introduced themselves, Theobald informs them Baron Heinrich, the Count takes note and
that they must wait for some time, as there have comments, “Ah, you did not realize you have been
been some changes in the plan. Someone very working for the Baron since you’ve return from
important will be arriving shortly to provide Kislev? Interesting.”
them with the details of their assignment.
Theobald states he will give them privacy while “Allow me to cut to the chase,” von Walfen
he prepares for his master’s arrival. The continues. “As you know quite well from your
elderly gentleman does not answer any further recent work, as well as your efforts two years ago,
questions at this time, insisting the PCs wait there are groups of individuals who would see the

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71
Empire return to the Dark Ages. The goals of he looks over the PCs in turn. In order of
these groups differ, but they share the same preference, the Count is looking for any human
desired end of the nation for which Sigmar and PC who is of noble stock to be the appointed
Magnus-the-Pious fought. I fear the same “leader.” If none exist, then he turns towards a
corruption you found in Hochland and human PC with a high Ld characteristic or
Middenheim is operating here. experience in one of the following professions:
explorer, freelance, lawyer, mercenary captain, or
“I have agents looking for these anarchists, but templar [GM Note: Count von Walfen has been
I suspect our target may be found in places we thoroughly informed by Baron Heinrich
cannot infiltrate. You, as outsiders, may have a Todbringer of the past of each individual PC]. If
better chance and – at this moment – we are in there is no such PC in the group, the Count then
need of new approaches. The bombing of the addresses whichever PC has demonstrated the
Cathedral of Sigmar and murder of the Grand most leadership ability within the group in the
Theogonist during the conclave of Sigmarite recent past. “You, sir, will need to adopt a new
priests illustrates the urgency of the matter. alias of your own choosing and a background
story. I suggest you weave in elements of the truth
“What is less known is the state of Emperor to make your story sound more credible. I’d also
Karl-Franz. I have been denied any audience recommend you retain your given name in order to
with him in the past month and a number of avoid any mistakes in dealing with others. The
ministers have had their access severely others here are your servants or hirelings; your
lessened. In fact, contact with the Emperor has choice.
been limited to all but the Chancellor, Johann
Heinz, and Court Lector, Lothar von Count von Walfen hands a sealed paper to the PC
Metternich. My gut instinct tells me there is a he has determined to be the leader. “Take this. It
connection between the Emperor’s situation is the deed to a townhouse, number 8 Schrägkruez
and the death of Yorri XV, but I have no Strasse, just east of Volker Weg and on the border
evidence to proceed. of the Bankbezirk and Werksviertel districts. It
has bears the seal of the Altdorf Council, so no
“This is where all of you come in. Your task is one should question its legitimacy. The
to uncover evidence of whatever conspiracy neighbourhood is not the best, but it will serve
might exist in the high echelons in the Imperial your needs and the Watch only patrols that stretch
Court, identify the perpetrators and their sporadically. One of my men, Simon Helmholtz,
allegiances, disrupt their plans if possible, and has been at that home preparing it for your stay.
bring me all the proof you obtain. Your task He will serve as your valet. Bear in mind that he
will be very dangerous and could cost your serves at my pleasure, not yours. He will not be
lives if you are careless. Until you bring me taking any unnecessary risks on your behalf other
the proof I need, I will have to deny this than to maintain your secrets and cover for most
meeting has taken place and disavow any of your indiscretions.
knowledge of you or your activities. Are we
clear on this? If you succeed, you will be “One last thing, you must not divulge any
richly rewarded. Should you fail, I shall pray particular allegiance to Sigmar or Ulric. To do so
to Mórr to care for you in the afterlife and for would mark you as enemies or agents of one cult
what will be left of my life. Yes, I am at great of the other. Instead, you are hired agents of the
risk as well. In essence, you are our last hope Cult of Mórr and work for Priestess Inga von
to avert catastrophe. Rabespeicher, Indagatrix Grandis of The High and
Chivalric Order of Deserved Rest. I suggest you
“Though I may be in no position to help you pay her a visit at the Temple of Mórr and
until you have succeeded, I have done what I introduce yourselves. She understands her role in
could to provide some support for you to carry this affair, as well as yours. The Temple is located
out your important duty to the Emperor and next to the Templeplatz Watch Station by the
Sigmar’s Empire.” Count von Walfen pauses as Cathedral of Sigmar. This document I’m now
Empire at War
72
handing to you stipulates you are working for from the windows for about 30 minutes after his
the Temple of Mórr. It may come in handy departure. This delay is required in case the Count
should those looking for suspects in the was followed on his way to meet the PCs.
bombing stop you. The entire area around the
Cathedral should be cordoned off to all except As he stands to leave, the Count expects the PCs
authorised individuals. Priestess Inga will give to bow. PCs with the Etiquette skill realise this
you new papers once you provide her the name instantly. They should quickly and quietly inform
you’ll be using. Any questions?” their companions of this social fact. Even if they
are working for Count von Walfen, the PCs should
The PCs may inquire as to the need for such bear in mind that he is a very powerful and
skulduggery, like assumed names and pretend influential noble. They may need to be reminded
pasts. Count von Walfen replies that such that failure to perform the expected deference
precautions are the difference between life and would not be in the PCs’ long-term interests and
death. He further tells them he has no doubt health.
that once the enemy becomes aware of the PCs
existence, their lives will be at risk. The In case the PC recognised by the Grand
Reikland Count advises the PCs to stay Theogonist is present, Count von Walfen turns at
together as much as they can. Any who stray the open doorway and looks at him intently before
may find themselves in dire straits. replying, “Ah, now I realise where I have
recognise your face. You bear a striking
In the event the PCs ask why the Count doesn’t resemblance to Chancellor Johann Heinz. You
use his own agents, the Count comments that two could be brothers, perhaps even twins.” If
his agents are unable to follow-up on new leads asked when Herr Heinz became Chancellor, Count
and the PCs represent additional manpower to von Walfen responds that he was elevated around
augment the efforts of his own men. The Count two years ago after having served the former
will not elaborate further. He has no plans to Chancellor Mornan Tybalt with distinction. With
tell the PCs that he, himself, is in some danger. that, the Count departs with his men.
He believes the PCs’ activities will take some
pressure off of him as the enemies of the Streets of Altdorf
Empire may come to see the PCs as the bigger Armed men (knights, soldiers, and watchmen)
threat to their plans. And, like it or not, the PCs block all streets leading to the Cathedral. Only
are expendable. those who can prove
their business
If the PCs ask about Lector Nikolaus Auerbach requires them to go
from Wolfenburg, the Count inquires about through the secured
their connection to the Ostlander Lector. When area are allowed to
he is satisfied with their response, the Count pass through. Scribes
informs them that Lector Auerbach is staying at from the Judiciary
the Pious Pilgrim's Boarding House [location Scriptorium and
17]. Moreover, von Walfen tells the PCs the Secretarium [location
Lector was wounded in the explosion, as were 9] have been
others. One member of the group, a young assigned to man the
priest named Hals Damrosch, perished in the blockades so they can
tragedy. determine the
authenticity of any
The PCs may ask the Count about clues or papers handed to the
information to assist them initiate their efforts. guards. Anyone
In this case he replies they should pay Priestess armed by more than a
Inga a visit as he really must go so as not to hand weapon is
endanger the PCs any further. Von Walfen instructed to take
suggests the PCs stay put in this flat and away another route.
Empire at War
73
PCs who stand back and observe the situation not seem as well patrolled by the Watch as should
unfold are able to see that tensions are running be the case given the neighbourhood.
high. Should there need to be an example set
for the PCs, an overbearing and overweight Purple Haze
merchant can be seen arguing with some The Temple of Mórr [location 22] is not easy to
soldiers nearby. The merchant loudly miss. The large black, solidly built structure
proclaims his name and demands that he does houses the hierarchy of the cult in Altdorf as well
not need papers to get across to the Amtsbezirk as teach initiates the mysteries of the cult. A
district. At some point, the unruly man is broad, open doorway with a large, heavy lintel-
knocked down by the back of a soldier’s hand stone marks the main entrance into the temple.
and told that if he didn’t move his arse, the Statues of four ravens made from ebony wood
soldier might be obliged to give him a swat on from the Southlands look down on those entering
the backside with the flat of his blade. Shaken, the temple. The double doors are also made of the
the merchant is helped up by his associates and same imported wood.
led away screaming that he’ll see the soldier
sent to the Delfgruber mines. Inside the Temple is quite bare, the few
furnishings and accoutrements were provided by
The PCs can either choose to take a more those who frequent the Temple to pray for loved
indirect route to the Temple of Mórr or they can ones now residing in Mórr’s realm. Should the
try their luck. There is a five-minute queue PCs examine the floor, they will see a number of
waiting to pass the particular blockade through stones marking the names of those interred within
which the PCs need to pass. Most people are this structure. A large number of black candles
being turned back, complaining to anyone provide the illumination within.
willing to listen to their grievances.
Soon after their arrival, a young initiate dressed in
When the PCs reach the front of the queue, a black appears before the PCs. “Can I be of
short-tempered Templar of the Fiery Heart service?” he asks.
demands they state their business and provide
any proof of their claims. If the PCs don’t If the PCs explain they are here to see Priestess
provide the papers the Count gave them as Inga von Rabespeicher, the young man looks at
proof of their business with the Temple of them quickly and says, “this way,” as he turns to
Mórr, they are not allowed to pass. When the lead the PCs through the open doorway opposite
papers are handed over, the Templar reads the of the one they entered. The initiate leads the PCs
note and examines the seal on it. Satisfied, he through the inner courtyard to a set of apartments
advises them to go straight to their destination on the far side. He motions the PCs to enter one
and not linger, then permits them to pass. of the doors and informs them to take a seat near
the fireplace, as the Priestess will join them
Should the PCs use this opportunity to go momentarily.
directly towards the Pious Pilgrim's Boarding
House, the Templar informs them that the The PCs find themselves in a whitewashed room
Temple of Mórr lies in another direction. If that is rather sparsely furnished. There are enough
they ignore him, the Templar tersely orders a chairs for each of them before the fireplace, as
nearby group of soldiers to escort the PCs in well as a desk and chair off to the right. A number
the right direction. If the PCs insist on doing as of white candles have been lit to provide
they please, allow each an Int test to come to illumination for this room. The windows facing
the conclusion that the present is not a time to the inner courtyard are closed with heavy black
get on the wrong side of those expected to drapes.
maintain order.

Should the PCs take another route, they need to After about twenty minutes pass, a woman in her
pass an Observe test to notice that the streets do late 30s enters the room wearing a plain, black,

Empire at War
74
hooded robe over her blackened chain mail. “Our first task is to take you to the bloody scene
The woman wears a silver pendant of a raven in of the crime. I will provide introductions in order
a posture of attack (wings out and head low) to establish your credentials as my servants. I
around her neck. She takes her seat at the desk. have asked that the guards who were assigned to
“My apologies for the lateness of my arrival,” the place where the blackpowder was ignited be
she says. “I am Priestess Inga, the ‘Indagatrix made available for your questioning. They had
Grandis’ – or Grand Interrogator – of The High apparently been relieved sometime before the
and Chivalric Order of Deserved Rest, explosion by two individuals dressed as members
commonly known as the Raven Knights. By of the Sigmarite clergy. I will depart when you are
what names am I to know each of you?” escorted to the scene of the crime. I expect reports
Priestess Inga politely waits for each PC to on your progress tomorrow at noon and every
introduce themselves. third day hence. After our chat, you can review
the remains of the four men tomorrow afternoon at
“Now to the order of our business. I assume by the Chapel of Mórr in the Morrwies district.
your presence you have already spoken with
our mutual ally? Good. I shall endeavour not “Before our departure from here, I will write a
to repeat what you have already been told,” the new warrant to replace that which the good Count
priestess states. provided you. If I may have the one in your
possession.” Priestess Inga holds out her hand to
“I’m sure you’re wondering why the cult of receive the document and then begins scribing a
Mórr, of all people. Quite simply, we are the new one. Within five minutes, she hands the writ
one cult that both sides trust to be impartial in with seals to the PCs.
this matter. If there is one thing even
Sigmarites and Ulricans can agree upon, it’s “One more thing before we go forth. As you may
that all souls come to the God of Death in the know, Mórr is also known as the God of Dreams.
end. Moreover, it is recognised that we have a Thus, the cult places great importance to dreams
certain expertise for investigating murders. In given that these may be messages from Mórr. In
any event, I digress. any event, I want to relate a dream I have had
these past three nights in the hope it might provide
“I understand you have been sent by you with some insight. The dream starts in an
Middenheim to Altdorf because you have open meadow near a Great River and surrounded
special talents for dealing with the most by deep and dark forests. A griffon stands alert
unusual situations. Granted, you also pose watching as on one side of the river looking
grave risks if you do not exercise discretion and distraught. Soon, a white wolf carrying a flaming
silence, where appropriate. Should you brand in its mouth leads an army out of the forest
succeed, the Empire will be grateful and you into the meadow. Another army appears on the
will be richly rewarded. The fate of many other side led by a champion carrying a large
people are dependent on your success, even warhammer. Behind this second army is a large
your own. scarlet, rather stiff looking serpent. The armies
clash with the griffon stuck in-between them,
“Your task has several goals. The first is to crying out in pain. Soon a purple haze rises from
determine who is behind the murder of the the feet of the soldiers and enshrouds them as it
Grand Theogonist. Evidence points to the act thickens. The sounds of screams and battle can be
of radical Ulricans, but I find such proof as too heard from the unseen soldiers until all goes quiet
convenient, too staged. The second, most and still. The now purple fog dissipates and there
important point is to uncover what is no sign of the soldiers, either alive or dead.
machinations are going on within the Imperial There is also no sign of the griffon other than the
Court. This task will be most difficult given blood-soaked ground upon which it once stood.”
you are all outsiders and the Court is very
protective of its privileges in the face of an “The griffon represents the Empire as reunified by
external threat. Magnus the Pious, Mórr bless his soul. The white
Empire at War
75
wolf and the man with the warhammer clearly to notice that von Blücher remains close by them.
represent the cults of Ulric and Sigmar,
respectively. I have no idea what the [GM Note: Von Blücher is an ambitious man
significance is of either the purple haze or the whose dreams of promotion outstrip his martial
scarlet serpent. I trust you will be able to prowess. He is only interested in learning
discover their meaning if such is not known to anything that might help him climb the social, and
you now.” economic, ladder. Still, there’s no reason to let the
PCs know that he has no other, more nefarious
“If you’re ready, it is time to depart. Please purpose in mind]
refrain from discussing what you have been
told until you are in a secure and private place. The rubble from the collapsed portion of the wall
One never knows who might be listening. and floors allows the PCs to scrabble down to the
Furthermore, do not discuss your investigation level underneath. Four initiates are trying to clear
with anyone other than myself. There are many blood and gore splattered debris. The storeroom
who will want to learn what you’ve uncovered beneath the inner sanctum has also been ruined by
for their own personal gain…and your the blast. On the far wall is the following painted
detriment. Right. Here are two lanterns as it in blood red:
will be dark by the time you reach your
destination. Shall we?” “The White Wolf rises and
consumes the twin-tailed comet”
The Blackpowder Plot
The Indagatrix Grandis leads the PCs to the “Remember Bösel”
barricade surrounding the Cathedral. She tells
the Imperial Guard at his post to fetch his and
Captain. Within minutes, an older Imperial
Guard with gold braid on this soldiers and a “Let the instrument of their power
more elegant helm appears. He introduces be their death.”
himself as Captain Lucas von Blücher and
kisses the priestess’ proffered hand. Priestess While the first two phrases are fairly clear, the
Inga introduces the PCs as her agents recently second is somewhat more obscure. Though those
arrived from Middenheim. In accordance with who have been Ulrican initiates and priests would
the hours old agreement reached between the know the fact automatically, PCs with the
Grand Master of the Fiery Heart and the cult of Theology skill should be allowed an Int test to
Mórr, the priestess asks the Captain to have one recall that the use of gunpowder weapons is
of his men escort the PCs to the area where the anathema to those adhering to Ulrican strictures as
explosion took place. Von Blücher informs well as attacking from ambush – a lesson the Sons
Priestess Inga that he will personally see to the of Ulric seem to have missed. A PC successfully
PCs safe conduct. Nodding in agreement, passing a second Int test (+10 if PC has
Priestess Inga bids the PCs a good evening. experience as a Gunner, +10 for History) recalls
that Nuln is the Imperial centre of gunpowder
The Imperial Guard captain silently leads the weapons and the largest centre of Sigmar worship
PCs around the southern wall of the Cathedral after Altdorf. In case the PCs are not familiar with
to the gapping hole where the explosion took the Bösel massacre (as described in the
place at the southeast section of the structure. Introduction to this adventure), Captain von
The PCs are able to step through the hole and Blücher can give them an account, although he
into the inner sanctum of the church near the will make sure to point out the irony of Ulrican
high altar. From within the walls, the PCs can complaints over an affair that ultimately is about
easily see the exposure of the two floors Ulricans committing crimes against The Empire
beneath, indicating the blast came from and its Imperially appointed servants.
beneath. It may take the PCs a moment or two

Empire at War
76
As the PCs ponder the meaning of the Order. The young Ruggbroder was elevated to
messages, a Templar of the Fiery Heart leads knighthood nearly three months ago.
two warrior-types in the garb of townsfolk to
the PCs. If he is still lingering by the PCs, Whether the PCs question the two men together or
Captain von Blücher utters thanks to the independently, they will get the same basic answer
Templar for bringing the two slackers forward. to their inquiries. The two young Templars were
It should be clear to the PCs that the two men given the assignment to patrol the floor beneath
are very uncomfortable and humbled in the the temple. The task was usually a tedious one, but
captain’s presence. They should strongly with the conclave above the two knew they needed
remind the good Captain that they are to be particularly vigilant. There had been
investigating this matter on behalf of the cult of rumours about secret organisations planning on
Mórr and his role was only to escort them murdering the Grand Theogonist; though these
hither. While the Captain may take offence to were quite stale given they first arose during the
the PCs’ tone, they need to be firm with the incident at the Shining Rock nearly two years
ambitious von Blücher if they hope to get before.
anything out of the two relieved Templars. The
PCs should also ask the Templar who escorted Both men report that a priest of medium built with
the two to leave them until their inquiry is brown, wavy hair and dressed in the attire of a
completed. priest of the Order of the Anvil approached them
just before the halfway point of their four-hour
The two men – Amadeus Hegel and duty. The man – who introduced himself as
Friedermann Ruggbroder – look miserable, as Brother Karl – was around 40 years of age and
if they know their careers are over. The PCs wore robes of a dark red colour, identifying him as
may try some small talk to relax the two in the a member of the Crimsonite fraternity. He
hopes of getting more information than what is claimed to speak with the authority of High
necessary to answer their question. GMs may Capitular Werner Stolz and informed Amadeus
wish to allow the PCs to roleplay their effort and Friedermann there was a change in the
and allow this to modify their Fel roll, in assignment of guard duty. Brother Karl told them
addition to other modifiers (+10 for Charm, they were not to wait for their replacements, as
+10 for Etiquette). they needed to get to the Imperial Palace very
quickly. He stated there had been reports of an
Amadeus Hegel is the third son of a successful assassination plot against the Emperor and the
merchant – Klemens Hegel – from the village Imperial Guard had requested a secret deployment
of Rottefach who made his money in the spice of the Fiery Heart in order to catch the would-be
import market. Amadeus was initially sent by assassin. Brother Karl instructed the two to go to
his father to become a priest, but the young a remote area on the outside of the Palace walls
man showed more aptitude as a fighter. and remain there until they received further orders.
Amadeus has only recently become a Templar In accordance to their training, the two guards
after spending a great deal of time as a Squire. departed as quickly and quietly as told, only to
learn too late that no such order was ever issued.
Friedermann Ruggbroder is the second son of
Heironymus Ruggbrode, one of the important Should the PCs ask, the two men state the priest
merchant families from Bögenhafen. Unlike spoke with a Middenheimer accent and with the
Amadeus, Friedermann spent a great deal of authority of a man used to being obeyed without
time as a member of the militia and then question. Neither Amadeus nor Friedermann
garrison of his hometown after he demonstrated recall seeing this man before he came to them.
no skill as a merchant. Three years ago, a
Templar of the Fiery Heart took him on as a In the event the PCs question von Blücher about
Squire (after Freidermann’s father provided Brother Karl, the Captain replies there is no such a
some monetary support to the servant of priest among the delegation from Middenheim.
Sigmar) and trained him in the skills of the Moreover, the High Capitular did not attend the

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77
conference as he thought it more prudent to will notice a spy hole in the front door located just
remain in the city-state. If asked about the above the brass knocker.
Crimsonites, the Templar Captain informs the
PCs they are a small fraternity with members The door is locked, so the PCs will need to knock to
who believe that true peace and the strength of gain entrance. On the other hand, a PC with
a united Empire can only be achieved if all lockpicks might well be tempted to try their craft.
citizens acknowledge the supremacy of the The lock on the door is not as simple as most door
worship of Sigmar and abandon the other gods locks (CR 15%). No matter which attempt is tried, a
of the Empire. Further, the good captain tall, elderly gentleman opens the door. The well
comments that, though the Crimsonites do not dressed, though not expensively, man introduces
tend towards violence, some of them are known himself as Simon Helmholtz and welcomes the PCs.
for their fiery rhetoric and sermons. Standing aside, he allows them entrance.
“Good gentles,” Simon says. “It is my duty to
If given a chance, Captain von Blücher offers inform you that I am to be your valet during the
his unsolicited opinion that the two men failed daylight and evening hours, from 6:00 AM until
in their sacred duties, and they will be 9:00 PM. The rest of the hours you are on your
remanded into the custody of the Inquisition own. Incidentally, do not worry about letting me
until a suitable punishment can be found. The in as I have my own key. When I depart, I will
Captain does not offer any further explanation leave some light food prepared for your
of what nature he believes the punishment consumption. I suspect you will not be keeping
“regular” hours, so no formal meals will be
should take, but he certainly believes it ought to planned unless you provide me with advance
be severe to serve as a lesson for the rest of the notice of at least one day. At this time, I leave you
Order. Should the PCs wish to plead leniency to explore this house at your leisure. Good night.”
for the two men, they will have to find a more
sympathetic ear elsewhere. Simon will delay his departure if the PCs have any
questions. The interview will be likely to be short,
There’s No Place Like Home however, as Simon is not under any obligation to
By the time the PCs have finished their divulge his relationship with Count von Walfen.
interrogation, the sun has long set in the west As far as the PCs are concerned, Simon is merely
and it has been a long and tiring day. At this a servant who knows no more than he is told and
time, they should be content to call it a day and prefers it that way. The valet also doesn’t know
journey to their “new” home. any details of the PCs’ appointed task at this stage
of the scenario. In this manner, Simon would be
While the area remains in high alert, the unable to betray them. With respect to his
barricades around the Cathedral have come employment, Simon has proudly served the Count
down, though some remain around the ruined
part. Once the PCs are escorted out of the for over thirty years.
protected area, they can continue straight to
their new “home”. The quickest way there Once Simon has departed, the PCs are free to look
would be to journey northeast on Tempelstrasse about. The townhouse is only furnished with the
[location f], across Three Toll Bridge [location basic comforts, most likely more than the PCs
e], and along the Street of a Hundred Taverns to have experienced. There are no surprises to be
the Königplatz. The PCs would then depart the found other than a secret door under the stairs in
Königplatz towards the southeast (on Volker
Weg) before turning left onto Schrägkruez the cellar. The Count and Simon know the secret
Strasse [location u]. The townhouse is located door, but it is not something they will divulge to
on the left side of the street not too far from the the PCs, unless it is already discovered. The
intersection. secret door leads to a slightly descending passage
that eventually opens into an abandoned part of
Number 8 Schrägkruez Strasse is a two-storey, the Altdorf sewers. In the end, it is up to the GM
pale blue townhouse. There is a small, walled to decide the speed at which word from other parts
garden to the side of and behind the townhouse.
The oil lamp at the entrance is lit and the PCs of the Empire reach Altorf.

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78
Sidebar: The Speed of News and Rumours
To assist GMs in determining how soon the PCs can learn of events outside of Altdorf, information
takes about as long as a person travelling from point A to point B. This means news and rumours from
the war in the east generally takes about 2 weeks (16 days) or more to reach the Imperial capital.
Reports from Middenheim reach Altdorf in 12 days while stories from Ferlangen take about 3 weeks
(24 days). Carrier pigeons can carry news across long distances quicker, doing so in about half the
time. This method of communication has high risks as a number of these birds fall prey to natural, as
well as unnatural, predators.

Events in Altdorf capital. As before the events in italics represent


The following table marks the events that will those affairs which are occurring elsewhere. GMs
take place in Altdorf should the PCs not should note that news of these outside endeavours
intervene during their stay in the Imperial take some time to reach Altdorf.

Day Events Section


28 Sigmarzeit !" The remains of the four bombers are assembled at the !" What the Dead Tell
Chapel of Mórr in the Morrwies district.
!" Martial Law is proclaimed in Altdorf in order that those
guilty of the murder of the Grand Theogonist cannot
escape the city.
!" The Stirland army takes up position on the Talabecland
border north of Wurtbad where they wait for a Wissenland
company to join them.
29 Sigmarzeit !" Anti-Ulrican acts occur in the villages surrounding !"
Altdorf. Many flee towards Middenland.
!" Ostermark refuses to send troops to support Talabecland.
!" Anti-Sigmarite celebrations erupt in Carroburg and
degenerates into rioting.
30 Sigmarzeit !" Led by the Sigmarite Lectors and the Priests of Mórr, the !" Requiem for a
funeral procession for the late Grand Theogonist circles Martyr
the walls of Altdorf before the remains are interred in the
catacombs beneath the Cathedral.
!" Led by Baron Nikse’s sons and Marschall Theodor
Gausser, Nordland forces cross into Ostland to the
north.
31 Sigmarzeit !" Dwarf engineer found dead in boarding house on Volker !" Death of an
Weg. Engineer
!" Templars of the Fiery Heart descend upon a house in the !" Murderers Found
Süderich and arrest Ulrican suspects, including the false
Sigmarite priest Gustav Fokker.

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79
Day Events Section
31 Sigmarzeit !" Forced by events in the Reikland and his more aggressive
continued vassals, Grand Duke von Bildhofen mobilises his army to
march on Altdorf.
32 Sigmarzeit !" After much discussion, Arch Lector Kaslain of Nuln is
appointed Theogonist Locum Tenens of the cult until the
Lectors can properly meet in conclave after the war to
elect Yorri's successor.
33 Sigmarzeit !" News spread across Altdorf of the arrest of those accused !" Burning down the
of the Blackpowder Plot. House
!" The chapel of Ulric is burnt to the ground – along
with several nearby structures.
!" An angry mob in Altdorf lynches more than a dozen
Ulricans in the Königplatz while demanding that their
Emperor make a presence and vanquishes the Ulrican
bandits across The Empire.
!" Those priests that are able begin to return to their homes as
Martial Law is lifted.
1 Sommerzeit !" Crown Prince Wolfgang Holswig-Abenauer arrives in !" A New Kid in
Altdorf from Castle Reiksgard to take command of the Town
Altdorf defence.
!" Reikmarshall von Bock leads the Reikland army against
Middenland.
2 Sommerzeit !" Crown Prince Wolfgang imposes Martial Law and !" Imperial Coup
proclaims himself Elector of the Reikland as his uncle has d’État
taken ill.
!" Nordland forces easily reach the seaport of Norden.
3 Sommerzeit !" Murdered body of Sigmarite agitator found floating in the !" An Agitator for all
Reik near the northern river gate. Seasons
!" Crown Prince Wolfgang restricts the Emperor’s Court to
certain portions of the Imperial Palace. He chooses to
surround himself with his own men.
4 Sommerzeit !" Lothar von Metternich, Court Lector to the Emperor, is
denied an audience with the Crown Prince.
!" More arrests follow Gustav Fokker’s confession.
5 Sommerzeit !" Chancellor Johann Heinz urges a meeting of the Council !" This Masquerade
of State, but the Crown Prince denies his request.
!" Middenland defeats Reikland forces across the Reik from
the Furdiest, the marshland east of Carroburg.
Reikmarshall von Bock slain.

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80
Day Events Section
6 Sommerzeit !" Word reaches Altdorf of the Middenland victory. Panic !" Abduction
hits the city.
!" Count Pfreifraucher refuses an order from Countess von
Liebewitz to move his troops from Wurtbad to Altdorf.
7 Sommerzeit !" Reikskapitän Kurt Helborg establishes a line of defence
northwest of Rottefach and stems the Middenland
offensive.
8 Sommerzeit !" The courtiers and diplomats discuss whether Karl-Franz !" Another Murder or
should abdicate. A growing number, including senior Two
Sigmarite priests, support his nephew Wolfgang who now
publicly advocates military assistance to Ostland and even
an invasion of Middenland, thus fuelling the consternation
at the Imperial court.
!" An assassination attempt against the Crown Prince fails
and arrests are made.
!" Graf Alberich and Count Pfreifraucher lead their allied
forces across the River Stir into southern Talabecland.
!" Countess von Liebewitz leads a Nuln expeditionary force
northward to Altdorf.
9 Sommerzeit !" Crown Prince Wolfgang suspends all covert activities !" Crush the Wolf
against “imagined” enemies of the Empire and redirects Worshippers
them to root out Ulrican heretics.
!" Led by Middenmarschall von Genscher, the Middenheim
army begins its march down the Altdorf road with the aim
of cutting Middenland from its eastern allies and securing
the province east of the road.
10 Sommerzeit !" Count Siegried von Walfen, cousin to the Emperor and !" Desperate Acts
Crown Prince arrested as “an Enemy of the State and
Ulrican sympathizer” and sent to the dungeons beneath the
Palace.
!" Feldmarschall Marius Leitdorf of Averland and
Hauptmarschall Wolfram Hertwig of Ostermark arrive
with their respective forces on the flank of the
Talabeclander besiegers of Wolfenburg.
!" Count von Raukov launches an offensive from Wolfenburg
towards the east, linking up with his allies, and breaking
the siege.
!" Word of Nordland’s invasion finally reaches Wolfenburg

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81
One Way or Another approach to obtaining information. Should she
fail these tests, the PC might try a more direct
There are many ways for the PCs to investigate
approach (such as asking a barkeep if anyone from
the mystery at hand, some more obvious than
the Thieves’ Guild frequent his establishment) that
others. Though there is no way to address all
could result in someone putting a price on the
possibilities, this section will examine some of
PC’s head.
the other approaches the PCs may likely try
early in their pursuit of information and what Thief PCs from Altdorf may prefer to stroll around
they may learn if they succeed in these the taverns and brothels for information, they
endeavours. know which of these establishments along the
Street of a Hundred Taverns and Volker Weg are
It Takes a Thief
the likeliest places where such a request will be
If one of the PCs has experience as a thief or
met. If discreet, clandestine appointments can be
some other roguish career, they may attempt to
set up at the Drunken Bastard, Knight’s Hovel, or
contact an Altdorf thieves’ guild or gang. This
Griffon’s Pothole. Should the PCs’ need for
is more dangerous than it seems, as the local
information be more immediate, the Gladiators
gangs are unlikely to be keen on becoming
(pit-fighting establishment) or Holy Hammer of
involved with outsiders or freelancers. In
Sigmar (disgusting dive) would be a better, albeit
addition, one must be careful with whom one
more dangerous, bet.
associates. There is no single criminal
organisation in Altdorf. There are at least three The barkeeps of the aforementioned
major and aggressive competitors in the establishments (or manager in the case of pit-
Imperial capital. fighting or gambling enterprises) are the best
conduits to arrange a meeting, though they will
Dieter Schneider heads up one of the Altdorf
require some remuneration. Since many of these
crime gangs and centres his activity in the
individuals understand the Thieves’ Tongue, it’s
Werksviertel district. Francesco Sarducci is
best to speak in the secret language in hushed
the don in a local Tilean gang, which operates
tones.
in the Niederhafen district. Vesper Klasst is
the crime lord of the Riekerbahn district. Thief The barkeep nods slightly without speaking in
PCs from Altdorf know the general boundaries response and taps the top of his bar (or table) a
of these criminal organisations, but also realise number of times equal to his fee in shillings. The
that borders shift with the relative strength of PC is expected to discreetly pass over the required
the gang. All the while, most labourers at the amount. In a quick sleight of hand, the barkeep
docks belong to either the Fish or the Hooks gathers the money and then silently gestures in
who hate each other with a vengeance. one of two manners. Should he alternately tap the
counter (or table) top with his index and middle
If the thief PC has spent time as a member of a
finger, the barkeep is giving the secret sign that the
gang, the PC would automatically know the
meeting is to be arranged and t the PC needs to
best approach is to leave word at strategic
leave the establishment without another word. If
locations (seedy taverns, brothels, gaming
the barkeep touches his eyes and mouth, he is
rooms) that they are seeking information and
secretly signalling the PC that the contact is here.
are willing to pay for it. The PC also knows
He then uses his eyes and head tilt to covertly
they should leave a time and location where
indicate which booth the PC should wait.
anyone with information can discreetly meet
them. Moreover, the PCs should plan to be in a Should the PC require some assistance in
position where they can observe the selected “remembering” the rules of this game, the GM
location about an hour or two before the should allow the character an Int+10 test (with an
meeting is to take place in order to avoid additional modifier of +5 for every year as an
ambushes and other potential unpleasantries. active member of a thieves’ guild or gang). If the
PC fails to carry out this ritual properly, then the
Should the thief PC have been only a solo
conduit’s suspicions are aroused. One of two
operator, she might need a series of Int tests
things might then happen. First, the meeting
(no more than three) to figure out the best
might never take place even though the proprietor

Empire at War
82
took the PCs’ money (he’ll deny that any such In the event the arrangement to obtain information
agreement was ever discussed and the PC has comes off without a hitch, the PC could learn a
no prove of it). Second, an ambush takes place number of things, depending on whom they speak
rather than a meeting and the PC is beaten to a to. The following table should summarize it for
pulp with a warning of worse the next time this the GM:
happens.
Gang Contact’s
Location Affiliation Appearance Information gathered*
Griffon’s Francesco Swarthy type !" For several nights before the explosion, about two
Pothole, Sarducci (Estalian or or three different men watched the Cathedral
Beasts of Tilean) !" One of these wore a priestly habit of a deep red
Myrmidia, colour
!" Another of the men returned to one of the southern
Wayfarer’ districts – Oberhausen or Süderich – after night of
s Rest observing
Drunken Dieter Reiklander !" Several nights before explosion, A Dwarf loaded
Bastard, Schneider several barrels onto a cart at the Dwarf Engineers’
Knights’ Guild.
Hovel, the !" The man driving the cart was believed to be a priest
of some order in black robes.
Gladiator, !" A Sigmarite priest without his habit met with a local
Cowardly agitator at the Leaping Frog tavern near the
Tilean University the night after the explosion.
Holy Independent Wild-eye, !" Bodies taken to the morgue in Morrwies were not
Hammer (supported drug-crazed Sigmarite priests.
of Sigmar by Vesper individual !" One of the bodies was Udo Schwimmer, a local
Klasst) drunk who seemingly found religion four weeks
ago and did not touch a drink since.
!" Udo was running with a crowd that had “big” plans
for a “dramatic act” that would take place during
the Sigmarite conclave.
!" Udo was seen hanging out at the Ruckusplatz in the
University whenever an agitator named Mayer
Gauss spoke.
!" Mayer Gauss has not been seen in public since the
explosion. Rumoured to be in hiding near the
Leaping Frog tavern. [GM Note: Mayer Gauss
comes out to encourage the mob to attack the
Chapel of Ulric.]
Boatman’s Fish River rat with !" On 25 Sigmarzeit, smugglers off-loaded some
Inn Mohawk barrels labelled “pickled herring” from a boat newly
arrived from Nuln into a wagon bound for the
districts on the other side (west) of the Reik. The
oddity is that pickled herring would be going
upriver to Nuln, not from that city.
!" The smuggled goods lands in the docks at
Reikerbahn.
Unke’s Hooks River rat with !" Some men tried to gain passage to Nuln after the
Spelunke boathook on explosion. They jumped off the boat once it was
belt clear that the chain across the Reik was raised to
prevent passage out of the city.
!" The boat was departing from the Rekerbahn docks.

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83
* [GM Note: this column represents the total amount of information the PC should learn, possibly over
several meetings since anyone experienced in the game will not divulge information for less than its
worth. How much the GM provides should be based on how hard the PC is made to work for it, as
well as the timing when such contacts take place relative to the changing events]

Magic Carpet Ride Wizard might point out that the problem may
PCs who have experience in the Sorcerous Arts actually involve fanatics within the cult rather than
might approach one of the Colour Colleges or outside influences.
the Wizards’ and Alchemists’ Guild [location
36] for information about the current situation Christa would provide the same information about
in Altdorf as well as the death of the Grand the Crimsonite Fraternity as detailed above. To
Theogonist. The PC will likely be this she would add the fact that several prominent
disappointed. The majority of wizards have priests in the cult hierarchy are also members of
little knowledge of what is going on other then the Fraternity. While she does not name names
what they have heard from rumours on the (since she is simply remembering the rumours and
street. Even the college hierarchies have little has no clue as to their identities), Christa will hint
contact with the cult of Sigmar given the cult’s that the Grand Theogonist was a sympathizer of
historic antagonism and animosity towards the Fraternity as is the Court Lector, Lothar von
wizards. This is also true, to a lesser degree, Metternich.
with the relationship of the other cults to the
sorcerous colleges – the one exception is the Soon as she determines the PCs are becoming too
cult of Verena, which seeks knowledge from much a threat to potential Tzeentchian schemes,
any source. Christa will use unofficial channels to report the
PCs as Chaos cultists to the Sigmarite Witch-
The one exception is the Gold College [location Hunters. In this manner, she hopes to keep her
39]. The Master of the Order, Christa involvement a secret while having the PCs
Feldmann (Realms of Sorcery, page 45), removed as a threat.
takes a very keen interest in the matter. As a
follower of Tzeentch, Christa knows of the Lost kin?
prophecy of the Times of Changes and is PCs may want to investigate reasons for the
preparing for the fast approaching day. She has striking resemblance of Chancellor Heinz, Kastor
little idea of the plans of the Purple Hand as she Lieberung and one of the PCs. If asking the right
is neither a member nor has contact with the people (priests or scholars), they are told to go to
group. Christa also needs to proceed with the City Records at the Council Hall [location 44].
caution in any event, as the enigmatic Here, they get to see a clerk handling the Civil
Balthasar Gelt has been watching her every List after a three-quarter hour wait. If asked about
move from behind his golden mask. Johann Heinz, the clerk will inform them that
information on high-ranking courtiers is
Should Christa become aware of the PCs’ confidential; a serious bribe (minimum of 5GCs)
activities, she sends them an invitation to meet or the combination of the Morrite warrant and
with her at her offices. Her intent is to learn successful Ld test is required to have the clerk
what the PCs’ know and their goals by leave for the file on Johann Heinz. Sadly, he will
proclaiming her “concern” about recent events. somewhat agitated and report the relevant page
Unless the PCs’ are crafty enough to hide their has been torn from the book and is nowhere to be
objective, Christa will attempt to derail their found. He does know, however, that Heinz is a
investigations by showing how the evidence graduate of law from the University. Apparently,
they have uncovered could lead to he finished his studies in record time.
interpretations that differ from the PCs’
conclusions. For example, should the PCs If asked about Kastor Lieberung, or the Lieberung
divulge that members of the Purple Hand might surname in general, however, the clerk will
have infiltrated the cult of Sigmar, the Gold produce a dusty tome which contains nine

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84
individuals named Lieberung. One of these They will find the door locked and no one in. The
concerns a certain Johann Heinz Lieberung reason is simple; Fassbinder knows that he may be
who arrived in Altdorf from Nuln in the year at risk and has a loyal student keeping an eye open
2506 and obtained full citizenship immediately in the district. Thus, Fassbinder was warned in
on grounds of “remarkable show and evidence advance and has left his office in order to spy on
of good and devout character” (if offered a the inquirers from a safe distance. A PC with Sixth
minimum of 1GC, the clerk will explain this is Sense will sense they are being watched, but the
the normal code used for a big bribe). The entry PCs should not be able to confront Fassbinder at
further accounts for taxes paid by Johann in this point. Instead, Fassbinder will approach them
2506 and 2507 when he served as an aide for the same evening as described in the Late Night
the merchant Günther Kohl. Then, the entry Visit section below.
suddenly stops. If asked about this, the clerk is
a bit mystified as well and suggests either What’s Going On?
Johann left town or he went “off list” which is Dwarf PCs may decide to wander through the
not so uncommon anymore. taverns along the Eisenschlacke Weg [location z],
looking for information, as well as sampling the
Word of the Wise hearty ale found in the centre of the Dwarf quarter
At some point, the PCs may seek information at in the district of Metallschlack
the Temple of Verena [location 31]. Inquiries
regarding the Cult of the Purple Hand or Each tavern has its own specialties of ale, usually
proscribed cultist activities general will be two or three varieties, and none priced less than
directed to Father Thomas. The disturbingly 1/6 for a pint. The clientele are mostly Dwarfs
slim man, just past his prime, will inform the with a few Humans and Halflings braving the loud
PCs such issues are beyond his knowledge but common rooms in order to drink some of the best
a Professor Fassbinder at the University may ales and beers in the Imperial capital. Marek
have some relevant information. More vague Ironbarrel runs the Hammer and Anvil and his
inquiries or questions regarding infiltrations of specialities are Stoneridge Lager, Drakwald Dark,
the court will produce no answers of any use. and Bearbite Bitter. At the Mason’s Chisel,
Henrik Stonehammer serves his own brews, Pale
Unless the PCs have already met Fassbinder at Moonlight Ale and Dragonsbreath Dark Ale.
this point (see Late Night Visit below), they Trant Silvertongs and his family serve up
are likely look for him at the nearby University Oakbarrel Bitter and the Emperor’s Gold pilsner to
[location 35]. Once the PCs arrive at the paying customers at the Inventor’s Gambit.
University, they can follow the signs to the
administrative offices. As with most Inquiring PCs can pick up the following
bureaucracies, there are more people seeking rumours:
assistance than there are clerks on duty helping
them. After waiting for quite a while, the PCs !" If the explosion was the work of Ulricans,
are able to obtain directions to Fassbinder’s then they are dumber than an Elf.
office. Likewise, general inquiries at the !" Better keep your swords and axes at the
University will also lead them to Fassbinder, ready. With the Grand Theogonist blown
although they are likely to be directed to a to bits and the Emperor incapacitated,
handful of other Professors first, spending who knows what will happen next.
probably half a day identifying the right man to
ask. If they ask about the Doktor’s hours, the !" Makes one wonder if the Grey Mountains
clerk lets out a snort and replies that Doktor would be a less dangerous place to be.
Fassbinder tends to keep rather unusual hours, !" Notice how the Wizards’ Guild and
so it’s hard to tell if he is in or not. colleges haven’t raised any noise about
the death of Yorri XV? I wonder if they
Following the directions, the PCs come to a
know something they’re not telling.
closed door at the end of a dimly lit hall in the
basement of the College of Imperial History.

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85
!" Don’t know about you, but I hear things are Several minutes pass before Karstin Largsdottir
safer in Nuln, though the roads have (Dwarfs: Stone and Steel, pages 97-98) enters
become very dangerous. the room. The Dwarf woman has her long blond
hair set in braids. Karstin introduces herself to
!" I hear that the Altdorf mercenary captains the PCs, mentioning she is a kinswoman of
are pressing able-bodied Manlings into Marienburg Director Arkat Fooger (Marienburg:
service. I’d be willing to join if they would Sold down the River, pages 86-88) as well as the
double the pay. representative of his business interests in Altdorf.
She then asks the PCs to state their names again
Pressing the tavern keepers for information so she can match these to their faces. Once
results in more of the same above. If the PCs introductions are out of the way, Karstin inquires
pass along a gold coin or two, they will be told as to how she can be of service. Karstin’s intent
that Karstin Largsdottir is the one to see. is to determine how honest the PCs are being in
Should the PCs ask where Karstin could be their dealings with her.
found, the tavern keepers will tap the top of the
bar indicating such information would require Karstin is fairly good at reading character and will
an additional “consideration.” Once the proper call the PCs on any clumsy attempt to merge truth
amount is passed along, the PCs are told to go with lies. So long as the lies are of small
Foogerhaus [location 47] in the Bankbezirk consequence, Karstin politely asks the PCs for
district. The Dwarf tavern keeps provide clarification until they get to the truth of the
directions if asked. matter. If she concludes the PCs have been very
dishonest with her, Karstin informs them that she
Foogerhaus is an impressive three-storey cannot abide by dishonourable individuals and
building constructed in stone quarried from the demands they leave forthwith.
northern Grey Mountains. The front door is
made from Reikwald Oak with brass fixtures. When she concludes that the PCs’ intentions are
The iron knocker is fashioned into the shape of honourable, she is ready to divulge the following:
a dragon’s talon holding a round object.
!" The explosion that killed the Grand
Shortly after the PCs knocked, a stout Dwarf Theogonist was not set by anyone
opens the door. “May I ask your names and affiliated with the Ulrican faith. None in
the nature of your business?” he asks. If the Altdorf would be so foolish to imperil
PCs demand to see Karstin and refuse to themselves.
comply with Dwarf’s request, he simply shuts
!" The deed was likely performed by a
the door without further comment, even if one
violent splinter group of the Magnærans,
of the PCs place their foot between the door
known as 12 Hexenstag. Karstin knows
and its frame. If need be, the Dwarf will stomp
some of the general details of both as
on the PCs’ foot with his iron-enforced boot to
described below with the exception of the
get it out of the way.
last paragraph.
Should the PCs comply, the Dwarf servant !" Someone else had to be involved to
instructs them to wait outside for a few facilitate the murder of the Grand
moments before closing the door. Within Theogonist from the inside.
minutes, the Dwarf returns, opens the door,
and motions the PCs to the nearby drawing !" Whoever did the heinous deed is likely to
room. “Sit,” the Dwarf instructs, “Fraulein still be in Altdorf. The lock-down of the
Largsdottir will be with you presently.” The city after the explosion was surprisingly
Dwarf does not offer the PCs anything else. efficient.
Rather, he exits the drawing room and closes !" The gunpowder was likely smuggled in from
the door behind him. He then takes up a Nuln.
position guarding it.

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86
The PCs can manage to surprise Karstin if they other ways of obtaining such information).
reveal the following (assuming they know these
facts): Should the PCs ask if Karstin could set up a meeting
!" A “Brother Karl” from the Crimsonite with the Engineers’ Guildmaster, she says she will
Fraternity might be the involved facilitator. provided they agree to her offer. Once the deal is
settled, Karstin asks where the PCs are staying so
!" A Dwarf who has access to the Dwarf she could send word to them of the meeting time.
Engineers’ Guild might be an accomplice. She mentions the Guildmaster would likely prefer
!" A Tzeentchian cult called the Purple Hand the meeting take place in his offices. The details of
might have infiltrated the cult of Sigmar. such a meeting are covered in “Death of an
Engineer” below.
!" There is some connection to an agitator at
the University. The PCs may ask Karstin about her interest in the
When the conversation reaches an end, Karstin Grand Theogonist’s death. Karstin replies that
informs the PCs that she would appreciate it if Director Fooger is a merchant first and, like many
they could periodically keep her informed of their good businessmen, prefers stability and relative
investigations. Should the PCs firmly ask, Karstin peace to civil war and strife for the safe conduct of
is willing to pay them a retainer of no more than 5 his affairs.
GCs each per week. In the event the PCs request
more, Karstin points out she isn’t actually hiring Once Karstin decides the meeting is at an end, she
will thank the PCs for their time. She then tells them
the PCs, just paying for the information they will that Gromek will see them out. At the mention of
be obtaining for the cult of Mórr anyway (even if his name, the Dwarf servant appears to escort the
the PCs did not disclose this fact, Karstin has PCs out of Foogerhaus.
Sidebar: The Magnærans and the 12 Hexenstag
(The text on the Magnærans first appeared in Warpstone #15, page 14),
More than one extremist fraternity has been born within the Crimsonite fraternity. One such was the
Magnærans, who secretly believed that Sigmar was the only true god.
According to their interpretation the “old” gods were born of Chaos; only the Earth Mother predates the
chaotic influence. The idea may have been inspired by the claims of certain scholars and “academic”
wizards that all gods originate from the Realm of Chaos. To the Magnærans, Sigmar is the Chosen of the
Earth Mother meant to lead and unite humankind in its battle against Chaos in all forms. Since the other
gods are at best tainted by Chaos, their worship should be banned, and all should unite in the worship of the
one true God. In the popular version, the Magnærans of course would describe the other gods as Daemons,
although they did not themselves believe this to be the exact truth. Yet, according to Church strictures, the
Taal-Rhya pantheon is acknowledged as pure and should be paid proper respect.
So, when the Officium Arbitrorum exposed the Magnæran beliefs, the late Grand Theogonist Gludred III
saw no choice but to excommunicate its leaders and dissolve the fraternity. Still, some claim he only did so
because of political pressure. The idea remains a popular one amongst some of the more zealous clergy.
The 12 Hexenstag was founded by some of the hard-core Magnærans soon after the ascension of Jan
Todbringer to Grand Theogonist. The name was chosen as it signified the day in 12 I.C. when Sigmar
defeated the Fennone chieftain Drannus in order to stop the enslaving of the people of the new Empire. In
the same manner, the 12 Hexenstag feared the bloodline of Grand Theogonist Yorri XV would make him
too accommodating to those who worship the false gods of long ago and, thus, “enslave” Sigmar’s
followers. So, the 12 Hexenstag watched the manner in which the Grand Theogonist conducted the affairs
of the Church of Sigmar whilst they planned his execution should he falter in his duty.
The point of no return for the 12 Hexenstag was the Eimar Concord, which they considered an attempt by
the false representative of Sigmar to reach an understanding with the deceitful Ulrican faith. The leader of
the 12 Hexenstag, Gustav Fokker, devised an audacious scheme to kill the Grand Theogonist and any of his
faithless minions. A number of the 12 Hexenstag were in place to gain positions of influence within the
cult from the ensuing deaths and injuries. All the 12 Hexenstag needed was the right circumstance to
realise their dreams.
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Other Lines of Inquiry upon Karl and brought him into contact with
Should the PCs try to approach other Imperial Gustav Fokker, leader of 12 Hexenstag.
institutions in the initial stages of their inquiry,
such as the Chancellor’s office or Imperial The death of the Grand Theogonist was Herr
Courts, they will be met with a wall of silence. Fokker’s plan. Yet, he could not execute his plan
The reason is two-fold. First, these institutions without the inside help of the Brother Karl, the
do not take kindly to outsiders – particularly Crimsonite brother and confidante of the
commoners – interfering with the prerogatives sympathetic Werner Stolz, High Capitular of
of these governmental bodies. Second, no one Sigmar in Middenheim. Brother Karl provided
knows anything. The few who might are likely some of the manual labour needed to quickly get
to be close-lipped until it no longer serves their the barrels of gunpowder into position and even
own, petty interests. left a couple of his men to see to lighting the fuses.

Other groups, such as the Karaz Ankor and With the successful execution of Yorri XV, all that
Ulthuan embassies, have absolutely no is left for Karl to do is to remove anyone who can
knowledge of the events other than what one is tie him to the murder. First, he had to plant the
likely to hear as rumours. These are dead-ends, evidence needed to remove his erstwhile ally, Herr
though there is no reason for anyone associated Fokker, from the land of the living.
with these groups to admit that fact.
Sidebar: Who is Brother Karl?
The GM is left with two options as to the identity
Death of a Grand Theogonist of Brother Karl.
With so many conspiracies occurring in
One option is Dr Karl Beier who was one of three
Altdorf, it is appropriate to sort out the Magistri Novitiae in the Middenheim cell, while
sequence of events – as well as the involved officially serving as a Reader at the Collegium
players – that led to the death of the Grand Theologica. In Middenheim, one of his
Theogonist. assignments included being the expert on the cult
of Sigmar and its many internal factions, one that
A Brother in Arms would serve him well in Altdorf. He escaped
As described in the earlier section on The Middenheim minutes before the Schwarzmantel
Purple Hand of Altdorf, Brother Karl of broke into his home to arrest him in the aftermath
Middenheim quickly took control of the Ordo of the Power Behind the Throne scenario.
Novitiae. Soon, he came up with an ambitious
The other (more interesting) option is that Brother
plan to subvert the cult of Sigmar from within. Karl is none other than the former Magister
Ignorant that the Ordo Terribilis had already Magistri of the Purple Hand in Middenheim and
done so, Wasmeier spent the first half of 2513 Law Lord of Middenheim, Karl-Heinz
I.C. absorbing all he could of the cult of Sigmar Wasmeier. If Wasmeier managed to flee
and other theological matters. He attended Middenheim alive at the end of the Power Behind
classes at the Collegium Sigismundae [location the Throne scenario, we then assume he fled
18], as well as spend considerable time at the Middenheim for Altdorf. While in flight
Library in the Temple of Verena [location 31]. Wasmeier reflected on a group of transients, self-
styled adventurers no doubt, who interfered with
It was during this time that Brother Karl his careful plans. By the time he reached the
Imperial capital, Wasmeier knew that the failure of
learned about the Crimsonite Fraternity and its his plan to replace Graf Boris Todbringer with a
more committed offspring, the Magnærans (see doppelganger was part of the larger schemes of his
above). Karl resolved to use his newfound patron, the Great Mutator.
knowledge as the avenue in which he would
bring down the hated cult. It was during the In either case, it should be clear why Karl
planning stages that Tzeentch smiled down sometimes finds it convenient to use the
(somewhat uninspired) cover name Karl Meier.

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Brother Karl, Purple Hand leader

M WS BS S T W I A Dex Ld Int Cl WP Fel


5 45 42 4 5* 11 74* 1 53 58 69 56 57 38

Skills: Arcane Language-Magick, Cast Spells (Petty, Battle Magic 1-3), Charm, Daemon Lore,
Evaluate, Herb Lore, Identify Magical Artefact, Identify Plants, Identify Undead, Law-
Empire, Lightning Reflexes*, Magic Sense, Magical Awareness, Meditation, Prepare
Poison, Read/Write (Reikspiel), Ride, Rune Lore, Scroll Lore, Secret Language-
Classical, Secret Language-Guilder (Purple Hand Cult), Sixth Sense, Theology, Very
Resilient*

Magic Points: 44

Spells: Petty: Curse, Gift of Tongues, Magic Alarm, Magic Flame, Magic Lock, Marsh Lights,
Produce Small Animal, Reinforce Door, Remove Curse, Sounds, Zone of Cone, Zone of
Silence
1st: Aura of Resistance, Cause Animosity, Fireball, Immunity from Poison, Steal Mind,
Wind Blast
2nd: Cause Panic, Mystic Mist, Smash, Zone of Steadfastness
3rd: Animate Sword, Arrow Invulnerability, Magic Bridge

Equipment: Robes of the Crimsonite Fraternity, Sword, Dagger (S-2, I+10, Parry-10), 3 vials of
manbane, 2 vials of Nightshade, sling bag of magical components, and purse (28
GCs, 15 shillings, and 12 pennies)

An Agitator for All Seasons no knowledge of the murder Herr Fokker


Mayer Gauss is an agitator who rants in support intended.
of an extremist Sigmarite view. His
appearances near the University have been Mayer secretly cheered
increasingly strident since the invasion of when word of the Grand
Ostland by Talabecland and Hochland (word Theogonist’s death at the
reached Altdorf on 22 Sigmarzeit). Primarily, hands of the Ulricans
Mayer’s tirades are directed to the timid spread shortly after the
Sigmarite leaders who are unable to see the cult explosion shook the Great
of Ulric’s continuing threat to the stability of Cathedral. The night after
the Empire and the welfare of its citizens. the explosion, Gustav
Fokker met with Mayer
It was after one of his more blistering attacks for a few moments to say
that Mayer met the sympathetic Brother Karl he had been reassigned by
from Middenheim. Brother Karl confirmed the his superiors to Nuln and
oppression Sigmarites faced from the tyrannical bid his friend farewell.
Ulricans in the northern provinces, as well as Gustav was not wearing
the nobility to which the Ostlanders faced their his priestly robes.
many enemies. Mayer knew from their
conversations in the coffeehouses near the After news of the arrest of the Ulrican conspirators
University that Brother Karl was a kindred leaked out, Mayer strongly advocated that
spirit. It was Mayer who introduced Brother Ulricans in Altdorf pay the ultimate price. As the
Karl to Gustav Fokker, though the agitator had chapel burned and while priests and initiates were
lynched on 33 Sigmarzeit, word reached Mayer
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89
that one of those arrested two days earlier was should be able to lose them on the streets with
Gustav Fokker. which he has become well acquainted in his time
in Altdorf.
Realising it would be only a matter of time
before Gustav talked, if he didn’t already, Death of an Engineer
Mayer fled his flat in the University district . Originally from Khazid Angaz (Iron Town) in
He disappeared into the cellar of a nearby Talabheim (Warpstone #20, pages 52-53), Batrek
tavern, the Leaping Frog. Mayer send word to Steelfist is an Engineer with a grudge against
Brother Karl of his plight and asked if the Ulricans and an addiction to Ranald’s Delight
Crimsonite priest could help him escape to (Middenheim: City of Chaos, page 91).
Nuln.
Batrek had become a regular at Mayer Gauss’
If the PCs find Mayer before the agitator learns public speeches near the University when the
of Gustav Fokker’s arrest, they will not be able Dwarf was not at the Engineers’ Guild or Breasts
to get any information out of him unless they of Myrmidia (where he would get his supply from
resort to torture. If they do so, the agitator will the unscrupulous drug dealer, Otto Bebel). Batrek
quickly reveal himself to be less brave when became a follower of the agitator, and soon Mayer
faced with hot tongs and thumbscrews than he introduced him to Brother Karl. The Sigmarite
is standing upon a public platform spewing his priest was very understanding of the Engineer’s
message of hate and intolerance. hatred of Ulricans, as well as his need for
“medication.” Brother Karl promised to help
After 33 Sigmarzeit, Mayer is in desperate need wean the Engineer from the powder since it was
of a sympathetic ear and a means of escape. If beginning to affect his work.
the PCs can provide these to Mayer, then after a
couple of drinks they can get him to tell all he What Batrek did not know was that Brother Karl
knows on a successful Fel+20 test (+10 for was mixing a more addictive drug in with the
Charm, +10 for female PCs with Seduction). increasingly smaller dosage of Ranald’s Delight.
On the matter of Brother Karl, Mayer has no When the time came, Brother Karl was able to
idea where the Sigmarite priest is staying. He convince the Dwarf to steal some gunpowder from
can only tell the PCs that he met Brother Karl the stores of the Engineers’ Guild on the night of
at the Starcrown Coffeehouse south of the 24 Sigmarzeit and load it on a cart driven by a
University every other day at 9:00 PM. The black-robed Sigmarite priest (Gustav Fokker).
last time they met was 32 Sigmarzeit. Brother Karl informed Batrek that the gunpowder
was to be loaded during the night on a waiting
PCs following up that lead will find nothing on barge bound for Ostland in order to avoid the
Brother Karl other than his description (same as notice of Ulrican spies. Moreover, Brother Karl
at the temple). cautioned Batrek to stay away from Mayer Gauss
for a few days as these same spies had noticed the
Responding to the urgent message, Brother agitator.
Karl pays the anxious Mayer Gauss a visit on
the night of 2 Sommerzeit. He poisons the PCs investigating rumours of gunpowder being
agitator during their private meeting and uses transported in the dead of the night from the
his Magic Flame spell to burn an Ulrican Dwarf Engineers’ Guild [location 62] will
symbol onto Mayer’s chest. Near midnight, encounter problems when trying to talk to the
Brother Mayer drags the corpse out of the Guildmaster. It will take some effort to gain an
Leaping Frog and drops it into the Reik. audience since the Dwarfs prefer to keep internal
matters private. The PC doing the talking needs to
Should the PCs stumble on Brother Karl in the pass a Fel-10 test (+10 for Charm, +10 for
act, the dead Mayer is dropped and Wasmeier Etiquette, +20 if the speaker is a Dwarf, -20 if the
flees into the warren of streets. Unless the PCs speaker is an Elf, +20 if PC has experience as an
have laid a well-planned ambush, Wasmeier Engineer, +20 if PC claims evidence indicates that
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90
the missing gunpowder could have been used to !" Batrek has not been at work since the day after
kill the Grand Theogonist). After the third PC the explosion at the Cathedral.
has failed to obtain a meeting, each succeeding !" Batrek’s last known place of residence was
effort will have an additional –10 modifier Fritz’ Boarding House near the intersection of
(cumulative) added to the Fel test. Once each Volker Weg and Luitpoldstrasse.
PC has failed, this avenue of investigation has
closed. !" Four barrels of gunpowder were discovered
missing on the morning of 25 Sigmarzeit. The
Should the Dwarf Engineers’ Guild open its Guild immediately began investigating the
doors to the PCs, they are led straight away to disappearance. None of the guild members,
the office of the Guildmaster, Vikram including Batrek, admitted to any knowledge
Greathammer. If Karstin Largsdottir arranged of the theft.
the meeting, the PCs are shown straight in. !" The investigation was looking for evidence of
theft when the explosion occurred.
In order to protect Guild secrets, the PCs must
wear a blindfold until they are behind the !" Given the damage of the Cathedral, it was
closed doors. This is a condition on which the clear at least eight barrels of gunpowder had
Dwarfs will not relent. Once the PCs agree, to be used. If the missing gunpowder from the
they are led to the offices without mishap Guild was used, the rest had to come from
(though Elf PCs might occasionally be somewhere else.
“accidentally” bumped into walls or corners). If asked why the Guildmaster did not report the
Once the PCs reach the windowless room that theft, Vikram takes a deep breath and replies that
serves as the Guildmaster’s office, their one doesn’t report such a theft without finding the
blindfolds are removed. The only chair in the guilty first. Not only is it a matter of honour, but
office is the one behind the desk and currently also there is no one else who can be trusted to find
occupied by Vikram. The PCs can either stand the guilty.
or sit on the floor.
Should the PCs follow the lead to the Breasts of
“Who are you and what do you want to know?” Myrmidia, they will find that Batrek stopped
the Guildmaster asks gruffly. Vikram is direct patronising the establishment some days before
and has little tolerance for anyone who employs the explosion. As far as Otto Bebel is concerned,
flattery or inference in their speech. He knows the “merchant” was found dead in his flat on the
the following: morning of 26 Sigmarzeit. Apparently, the man
poisoned himself when he sampled his own
!" Batrek is a gifted engineer who let his merchandise.
hatred of Ulrican occasionally interfere
with his work. A visit to Fritz’ Boarding House is more fruitful.
!" Batrek spent a lot of time at the Breasts of If the PCs visit before the morning of 31
Myrmidia on the Street of a Hundred Sigmarzeit, the owner – Fritz Rilke – confirms
Taverns. that Batrek has rented a room upstairs, but he has
not seen the Dwarf in some time. If the PCs
!" Batrek had met with the drug dealer, Otto convince Fritz they work for the cult of Mórr on a
Bebel. successful Ld test, he provides them a key to gain
!" Batrek had been attending the crazed rants entrance into Batrek’s room.
of the disturber, Mayer Gauss. These were
usually near the University. The door is locked and there is a faint odour
!" Batrek had told others he had befriended a coming from the room. When the PCs open the
Sigmarite priest from Middenheim. It was door, they see a paralysed Batrek lying – and
an unusual boast, but nothing that caused slowly dying – on his bed. The smell comes from
concern. the Dwarf wetting himself in his helpless state.
The paralysis prevents Batrek from moving and

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renders him unable to utter anything above a Five Easy Pieces
whisper: Udo Schwimmer was a local drunk who
frequented the area around the dangerous Holy
!" If asked what happened, the Dwarf forces Hammer of Sigmar on the Street of a Hundred
out the response, “the bastard priest Taverns until about four weeks ago. At about that
poisoned me. Left me to die.” time, he met a man name Karl Meier (Brother
!" When asked who, Batrek replies “Brother Karl) who helped Udo overcome his dependency
Karl.” by showing him the path of righteousness. Udo
was one of four such men to whom Karl taught the
!" When asked when, the Dwarf says “28th. secret rainbow path.
Night.”
!" Should the PCs ask why, Batrek forces out One of Udo’s tasks was to listen to the rants of an
“He helped kill Yorri.” agitator named Mayer Gauss in the Ruckusplatz at
the University. Karl warned him that Mayer could
The effort in answering questions saps Batrek’s be very persuasive, but Udo needed to keep his
last ounce of strength and he lapses into a wits about him as the agitator was a tool of the
coma. The poison has been ministered long enemy. When the time was right, Udo and the
before the PCs arrived. It is too late for even others would perform their duty for the Emperor
the Cure Poison spell to work. and Empire.
If the PCs arrive on the morning of 31 The few who saw Udo before the day of the
Sigmarzeit or latter, Fritz informs them Batrek explosion report the wild-eyed man dropped hints
was found dead in his room that morning. he was running with a crowd that had “big” plans
Word reaches the Dwarf Engineer Guild rather for a “dramatic act” which would take place
quickly and they arrive around noon on the 31st during the Sigmarite conclave. Since Udo was
to pick up Batrek’s body for proper burial. given to flights of fancy, no one paid him any
heed. There is a 75% chance that a bribe of 5
In the event they arrive before the Dwarfs, the
shillings will result in someone remembering Udo
PCs may be able to check the dead Engineer’s
mentioned a name of Karl Meier, though he
corpse if they sufficiently bribe Fritz (around 5
quickly fled when he realised what he said.
GCs as the owner is concerned about the
Dwarfs’ reaction should they catch the PCs In his drunken days, Udo was oftentimes shirtless
probing the dead Bartek). The stench of the in warmer weather. Many who remember Udo
corpse is fairly strong at this point given the recall unusual scarring on his torso to the left of
bodily wastes and sweat. A PC with experience his heart. There were two creases in front of his
as an Herbalist can detect the slight scent of shoulder and a longer groove nearer the heart.
belladonna on a successful Int test. Should Two puncture holes were located between the
PCs skilled as Physicians examine the nose furrows. Since he found his “religion,” Udo
area, they will see the lesions near the nostrils. would always be seen wearing a shirt.
A successful Int test recognise these lacerations
as indicative of heavy use of Ranald’s Delight. Udo and the others delivered barrels marked as
“pickled herring” to the Cathedral’s stores during
Fritz stays with the PCs while they go about the early morning of 27 Sigmarzeit. A couple of
their business since he does not want to take a these were actually pickled herrings in case the
chance that the PCs might try to remove the guards wanted to inspect the shipment, the rest
body. Even if the PCs claim they are doing so carried gunpowder. Wearing his dark red robes,
with the warrant from the Temple of Mórr’s, Karl Meier talked to the guards on duty and
Fritz does not want to get into trouble with the helped Udo and the others gain entrance.
Dwarfs. He will delay the PCs long enough for
the Dwarfs to arrive. Later that day, Karl Meier convinced two guards
to abandon their posts before ushering Udo and his

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92
three comrades into the storeroom. He directed minutes would be enough time to get clear of the
them where to place the barrels of gunpowder area.
and what to paint on the far wall. Karl also
provided the fuses to use on the explosives and In fact, the fuses had been specially treated to start
told Udo the fuse would burn slow and give as a slow burn, but then quickly accelerate so it
them fifteen minutes to leave the Cathedral. He would ignite the gunpowder within five minutes.
instructed Udo to light these within five Udo and the three others were blown to pieces.
minutes of their departure, as the remaining ten
Sidebar: Anatomy of a Murder
The most remarkable thing about the events that led to the death of the Grand Theogonist was
the speed at which Brother Karl brought the whole thing off. One could say he was extremely
lucky and his efforts inspired by something from the beyond. Some weeks before the death of
the Grand Theogonist, Brother Karl was inspired to make arrangements for the delivery of
gunpowder from Nuln, disguised as barrels of salted herring. The shipment was to arrive on 25
Sigmarzeit.

Karl met Mayer Gauss in the middle of the afternoon of 22 Sigmarzeit after one of the agitator’s
rousing tirades at the University. The two talked for about two hours at a nearby coffeehouse and
then again shortly after dinner. Mayer believed the Priest was a man of integrity and vision.

So taken with their conversation, Mayer agreed to meet with Brother Karl again in the early
afternoon of 23 Sigmarzeit and brought along Batrek Steelfist. The Dwarf engineer and Priest of
Sigmar hit it off so well, that Mayer left the two of them after an hour. He promised to meet with
Karl later around dinnertime. Karl convinced Batrek that he could help him with his
“dependency” and arranged to meet with the Dwarf near midnight at a dingy tavern, “The Dark
Water,” near the Engineer’s flat.

When Mayer returned to the coffeehouse, he brought Gustav Fokker. Once again, fortune smiled
as Brother Karl was able to quickly reach a sympathetic bond with the leader of the 12
Hexenstag. Once again, Mayer departed leaving a friend to converse with the Sigmarite priest.
After an hour or so of private conversation, Karl began to pull together his audacious plan. He
laid out his murderous scheme to a receptive Gustav. However, Karl realised his shipment of
gunpowder alone would not suffice for his scheme.

Thus, with one element secured, Karl went to an apothecary used by the cultists under his control
in order to procure a tainted drug to “help” Batrek with his addiction. Through this substance
and empathy for the engineer’s anti-Ulrican views, Karl was able to recruit Batrek to obtain the
remaining gunpowder needed.

Shuttering back and forth the next day between Gustav and Batrek, Brother Karl was able to
make the arrangements to get the gunpowder to the leader of 12 Hexenstag on the nights of 24
and 25 Sigmarzeit. There it stayed until the early morning of 27 Sigmarzeit when the barrels of
gunpowder were surreptitiously hidden among the many filled with provisions delivered to the
Cathedral and packed into the storeroom.

Later, Brother Karl arranged to clandestinely bring his followers into the Cathedral to prepare the
scene and set the treated fuse. These followers were never intended to survive the explosion, a
proper sacrifice to the Changer of the Ways.

Once the Grand Theogonist was dead, Brother Karl moved to tie up the loose ends.

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Breakdown of Order of questioning. Once the meeting concludes,
The cold-blooded murder of the Grand Priestess Inga looks over her notes and, if need be,
Theogonist is the catalyst that sets everything might suggest different approaches to their
in motion and eventually brings the plans of inquiry. In essence, Priestess Inga’s approach –
two Purple Hand cells into conflict. Moreover, which will also be used in any future meetings
a Slaaneshi cult is making progress on its own with the PCs – is intended to be the means for the
scheme and its plans may well upset the GM to subtly help the PCs.
Tzeentchian cults’ plotting. The unknown
At the end, Priestess Inga thanks the PCs for their
ambitions of Brother Karl makes the situation
efforts and reminds them of their next scheduled
even more challenging.
meeting in three days time. She also assures the
What the Dead Tell PCs that if something of importance comes up,
The PCs should be able to make it for their they are welcome to leave word for her at the
noon meeting with Priestess Inga von Temple should she be absent.
Rabespeicher on 28 Sigmarzeit without too
With the conclusion of the meeting at hand, the
much difficulty. As they pass through
priestess reminds the PCs to stop by the Chapel of
Königplatz and other places of public
Mórr in the Morrwies district. She tells them the
gatherings (markets and squares), the PCs hear
remains of the dead should be ready for them to
town criers announcing that martial law has
view in the hope they can obtain some clue as to
been declared by proclamation of Emperor
the victim’s identities and, perhaps, gain a lead.
Karl-Franz I. Traffic leaving the city will be
Priestess Inga informs the PCs that the priest in
severely curtailed and a curfew is imposed
charge of the chapel is Philipp Nachtrenner.
from dusk to dawn until the perpetrators of the
heinous crime of murdering the Grand The easiest – and relatively safest – route to the
Theogonist are caught. Morrwies is to head to the Süderich district and
cross Mourners’ Bridge [location l]. Once across
The route the PCs are likely to take passes by
the river, the PCs would turn right and head
the ruined portion of the Cathedral. As they get
towards the southern wall. From there, the PCs
close to the House of Sigmar, they notice a
would turn east and head straight for the Chapel
number of human and Dwarfen labourers on
[location 69].
site clearing away the rubble as well as
stonemasons looking for stones that could be The smell of aromatic incense hangs in the air
reused in the reconstruction. within the Chapel. Shortly after PCs have entered,
an initiate approaches them from a doorway near
Should the PCs stop to talk to any of the
the altar. He introduces himself as Richard Dürer
workers, a large muscular man named Götz
and asks if the PCs have come to pay their
Toller tells them to move on. “Can’t you see
respects to someone they’ve lost. Once the PCs
we have work to do?” he will retort.
state their business, Initiate Richard leads them to
When the PCs arrive at the Temple of Mórr, the door from which he entered, around a turn in
they are escorted immediately to the same room the hall and down the stairs (roughly 20 feet).
where they initially met the Indagatrix Grandis
The room below is quite cool, and there are five
of The Raven Knights. Priestess Inga is there
slabs, four of which are occupied by body parts.
with pen and paper awaiting their arrival.
As with the chapel above, the scent of burning
“Please be seated,” she says. “Sadly, my time
incense permeates the room. There are two priests
is limited today, so we need to get to it. Please
in the room along with two initiates. Having
start at the point when I left your company.”
brought the PCs here, Brother Richard takes his
As the PCs relate their activities, the priestess leave and returns up the stairs. The eldest priest (a
stops them from time to time to elaborate on a man in his late 40s) introduces himself as Philipp
point or explain their thinking on a given line Nachtrenner and the others as Albert Schwarzrabe

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(mid 30s), Jakob Albers (early 20s) and Stefan Should the PCs call the Mórrian clergy over and
von Suttner (mid 20s). show them the mutation, all but Priest Philipp
blanch and make the sign of the raven in flight
“There’s not much to work with here,” states (right hand motions from left to right rolling up
Priest Philipp as he sweeps his arm over where and down and then sharply up again to repeat the
the bodies lie. “It’s like a puzzle in which motion) to ward off the evil before them. Priest
many of the pieces are lost. Still, we have to do Philipp also makes the hand sign and remarks he
what we can in order to properly perform the must have been to occupied with putting body
funereal rites. We have a few more to try to parts together and missed the sign of mutation. He
match, so feel free to look about. There may be notes these remains will need to be cremated. If
something of interest with that one.” The priest asked why he did not react like the others, Priest
points to the fairly intact torso on the far slab. Philipp replies he has attended to occasional
mutation-bearing corpses over his many years,
PCs with little battlefield experience need to some with worse alterations than he sees here.
pass a T+2 test (on a D10) in order to maintain After a while, he says with morbid humour, one
their composure. If they fail, they become loses the ability to be shocked by anything.
nauseous and somewhat distraught by the
experience. Any who fail by more than 3 must If asked whether he has heard of the “Purple
scramble to lose their last meal in the corner of Hand,” Priest Philipp simply says, “No. Should
the room. I?” Once the PCs explain what they know of the
cult, the Mórrian priest simply shakes his head and
The torso of the late Udo Schwimmer has a says such secret organisations fall under the
purple hand tattoo on its left side near the purview of the Church of Sigmar.
shoulder, over some collection of birthmarks.
If the PCs take a closer look at these, have the The PCs may inspect the other remains if they
PCs make an Int test to see that the two marks choose. There isn’t anything of interest that the
closest to the shoulder look somewhat like PCs will uncover. There is even less of these other
eyelids and the larger crease nearer the heart carcasses than found for Udo.
much like a mouth. The two holes in the
middle of these other features and the small, Someone is Watching
almost unnoticeable bulge in-between almost If the GM prefers, this event can be modified to
looks like a nose. Collectively, the whole occur at some other point within the first few days
arrangement looks like a face was beginning to of the PCs’ investigations.
shape from this part of the torso. Any PC
coming to this realisation must successfully Finished with the remains of the dead at the
pass a Cl test to avoid being distressed (-10 to Chapel of Mórr, the PCs depart they way they
Ld, Cl, WP, and Fel for the next D3 hours). have entered. If one of the characters is the one
Any who fail by more than 30 also picks up 1 resembling Kastor Lieberung, a PC with Sixth
Insanity Point. Sense becomes aware that the group is being
watched after passing several intersections.
Since Udo came under Wasmeier’s sway, he Should the PC take a quick look around, the need
became more accepting of his mutation and to pass an Observe test (+10 for Excellent Vision,
was initiated into the Purple Hand (though Udo +10 for Sixth Sense) to spot the three men
was not smart enough to understand the watching them from slightly behind and to the left.
ramifications of his membership). The forming The three are watching the Kastor look-alike and
head died when Udo was blown apart. Other stop whispering to one another once they have
than his torso and some other bits (the odd been noticed. After a pause, the three men scatter
finger and pieces of his arms and one leg), in different directions. As they have M 4 and I 41
there isn’t much left of Udo. characteristics and a lead of 10 paces, the PCs are
going to have to react quickly to catch any of the
three men.

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The three men are members of the Purple Hand applied, the cultist will admit that the meeting is
cult in Altdorf that had been involved with not there, but at the Boatman Inn.
chasing down Kastor Lieberung in 2512 I.C.
(Death on the Reik, pages 6-8). They have PCs staking out the Boatman Inn are in for a
noticed that Kastor is back in the Imperial disappointment. Paranoid like most members of
capital and are scrambling to bring word to the Purple Hand, the contact (Rudolf Mahler)
their superiors. Having been seen, their first sends in an urchin into the Inn to beg for money,
task is to escape any pursuit before they all the while looking for those who may be out of
continue on their way to the hidden drops used place inside (outsiders as well as people dressed
to communicate with their superiors. better or different than the local stevedores and
boatmen). The urchin is quick to discern such and
Should the PCs manage to trail one of the reports to the contact hiding in the shadows. The
cultists unseen, they will see the quarry stop PCs will be spotted easily at this point and Rudolf
along the Sigmar Bridge [location i] just about simply fades away. The Purple Hand will now
where the river meets the quays. He stands on change their methods of communication.
the rail with his back to the river and reaches in
his pocket for a purple-dyed cork. The cultist Damaged, but not Broken
then tosses the cork over his shoulder into the At some early stage of the investigation, the PCs
river. Unbeknown to the cultist, another man may decide to pay a visit to Lector Nikolaus
watches from down river and within sight of Auerbach from Wolfenburg. This assumes, of
the bridge. His job is to see the purple cork course, that the PCs met the Lector after saving
float by and hurry off to inform his contact that him from the ambush at Tussenhof. If the PCs
a meeting has been requested at the Boatman wait until 33 Sigmarzeit to seek out Lector
Inn for 9:00 PM that night. The man hurries Nikolaus, they will be too late. The Ostland
off without picking up the cork. contingent will depart from Altdorf in the early
morning with the hope of making it home to
If the PCs manage to catch up with the cultist, Wolfenburg, though the fate of the war between
he’ll deny doing anything wrong. Asked why Ostland and Talabecland is unknown to them.
he ran from them, the cultist claims he feared
the PCs would act like the Watch and rough The Pious Pilgrim's Boarding House is located
him and his mates up for looking at them. east of the Cathedral near the Vagr Breughel
Should the PCs rip the man’s shirt, they’ll find Memorial Playhouse [location 15] and the
a small tattoo of an opened, purple hand of the Collegium Sigismundae [location 18]. Two
left side of his chest. The man will claim it is Templars of the Fiery Heart stand guard outside
only an innocent tattoo with no significance. the door, asking the names and the nature of the
While the PCs are distracted by debate, the man business of any – other than other Sigmarite
will try to bolt. If asked about the object the priests – who seek to gain entrance. If asked their
man tossed into the river, the cultist explains he names, the experienced Templars (each in their
only had trash in his pocket that he wanted to mid 30s) refuse to answer.
be rid of.
In the event that the PCs show their warrant from
Under severe questioning (otherwise known as Priestess Inga, the Templars take and read it
torture), the cultist breaks down quickly and carefully before opening the door and allowing the
tells that he recognised Kastor Lieberung, even PCs entry. They instruct the PCs to turn right once
if it had been nearly two years since he fled they ascend the stairs to the door of the Ostland
Altdorf. The cultist will also describe how the Lector’s quarters.
above detailed communication works. He will
try to mislead the PCs into believing the Once the PCs reach their destination, they find
meeting will take place at the Holy Hammer of that the door is closed. After they’ve knocked, a
Sigmar. Should a little more stress (pain) be young initiate with a bandage on her head and
darkened eyes (indicating a head wound) opens

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96
the door. “May I help you,” she asks. When idea about the whereabouts or activities of the
the PCs announce that they wish to visit with other Lectors. He does mention he has received
Lector Nikolaus, Käthe Ostwald stands to one word of a meeting on 32 Sigmarzeit. The Ostland
side and motions them into the sitting room. Lector doubts a Grand Theogonist would be
After closing one door, Käthe walks to the door named in this time of strive. He does believe the
across the room, knocks thrice, enters, and assembled Lectors and Arch-Lectors will name
closes the door behind her. one of their own as Theogonist Locum Tenens
(“locum tenens” in the classical language means
A moment later, Lector Nikolaus, left arm in “holding the place”), the man who will
sling, limps out. “Greetings, my friends,” the temporarily serve as head of the Church until the
Lector says warmly, “I am sorry, my health is end of the war.
not as it was when we last met. It seems I have
been favoured with ill luck these past few Should the PCs inquire about any groups of
months.” extremist Sigmarites, Lector Nikolaus studies
them for sometime as if debating within himself.
Should the PCs ask about Hals Damrosch, the He then admits, rather sadly, there are a number of
Lector’s mood grows sadder. He tells of the groups, the largest of which is known as the
young priest being close to the point where the Magnærans, a branch of the Crimsonite Fraternity.
explosion occurred. As a martyr, much like the Nikolaus can relate the information in the previous
late Yorri XV, young Hals has been given the sidebar about the Magnærans as well as verify the
honour of being buried in the catacombs information gained earlier about the Crimsonites.
beneath the Cathedral alongside the late Grand He believes the Magnærans would not resort to
Theogonist and six other priests and initiates such violence, much less be behind the murder of
who also perished that day. the Grand Theogonist, but has no real proof one
way or the other. Nikolaus knows nothing about
If asked about the events that occurred before the 12 Hexenstag.
the explosion, Lector Nikolaus replies what
unfolded is still a fog to him. He vaguely Brother Marcus Returns
recalls another day of emotional, sometimes In the event the PCs have not encountered Lector
heated, debate about what the Church of Nikolaus at the ambush or they need another
Sigmar should do in response to the incitement contact within the Church of Sigmar, Brother
by the Ulrican extremists. One faction, led by Marcus of Dunkelberg (Power Behind the
Lector Manfred von Hindenstern of Throne, pages viii – x) happens to be visiting
Middenland, advocated war as a means to Altdorf at this time. Brother Marcus was lecturing
demonstrate that the Church will not be cowed at the Collegium Sigismundae at the time of the
by those who use death and destruction to explosion and has not been quite himself since he
advance their own thirst for power. Johann learnt of the death of his friend, the Grand
Esmer of Wurtbad and his supporters advocated Theogonist.
a more conciliatory approach in the belief that
reasoned debate would lead to the end of Since they are likely not to know the Sigmarite
support for the fanatics. Nikolaus relates the historian is in town, the PCs are likely to
Grand Theogonist had begun his defence of encounter Brother Marcus on the streets of Altdorf
Esmer’s arguments by presenting the current between the Collegium and the Cathedral of
status of his talks with Ar-Ulric when the floor Sigmar. He recognises the PCs from their time on
beneath Yorri’s feet exploded. Nikolaus tells the trip from Kemperbad to Altdorf, as well as
the PCs everything went black until he found entrusting them to return the shard he had taken in
himself being treated by a Priestess of Shallya his youth from the Shrine of the Shining Rock.
in his bed here at the Boarding House. Brother Marcus offers to buy them a meal at the
Priest’s Rest Tavern [location 14] so he can catch
Other than hearing about the dead after he up with them in the nearly two years since they
regained consciousness, Lector Nikolaus has no met last.
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97
Brother Marcus can provide the PCs with the knows for certain whether there are other
same information as Lector Nikolaus. In politically powerful persons targeted for
addition, he knows there are violent offshoots assassination.
of the Magnærans, small groups advocating a
violent response against Ulrican and alleged The PCs are turned away even if they present their
Ulrican sympathizers. Brother Marcus knows warrant as agents employed by the cult of Mórr.
of the formation of the 12 Hexenstag through Staking out the location in the hopes of finding
rumour, but nothing of its membership or of and confronting Johann Heinz before Martial Law
any activities towards their goals. is lifted on 33 Sigmarzeit will end up frustrating
the PCs. Since the death of the Grand Theogonist
If the PCs suggest the 12 Hexenstag was was not part of his own schemes, Johann has opted
behind the murder of the Grand Theogonist, to be very cautious and wait for the situation to be
they will see the anger in Brother Marcus’ eyes. resolved. His plans are too close to fruition for
He tells the PCs to bring him proof of their him to become careless now.
guilt and he will advocate the perpetrators be
burned as heretics. Establishing a stakeout will present the PCs with
other problems as the imposed curfew applies to
The PCs will have to be careful with Brother them as well. The PCs need to be smart and
Marcus. First and foremost, his loyalties lie cautious is they do not want to be caught and
with the Church of Sigmar. Brother Marcus dragged off to a cell at the Watch barracks.
cannot conceive that anyone in the Church – Patrols by the Watch, City Garrison, and the
other then few fanatics – could be involved in a Imperial Guard have been increased during the
plot against the Emperor. He will inadvertently night in order to reinforce the curfew.
block any lead that points to the Church and
will always try to find an alternative To make matters more complicated, Johann will
explanation to any such evidence. learn by 32 Sigmarzeit that his cousin, Kastor
Lieberung, has been seen in Altdorf. Johann is
Looking for Herr Heinz uncertain why the former Magister Impedimentae
If Count von Walfen mentioned the of the Purple Hand should choose this time to
resemblance of the Kastor Lieberung look-alike return to Altdorf. In his mind, the timing is not
to Chancellor Johann Heinz, the PCs might try coincidence as there is no such thing where the
to pursue this lead. This could be difficult for Great Mutator is concerned. So, Johann arranges
the PCs early in the scenario since those with for some members to shadow Kastor and his
whom they have contact really don’t know companions in order to learn of their intent.
anything about the Herr Heinz other than he
once worked for the previous Chancellor. At this stage, Johann Heinz decides against
informing his fellow cultist Dieter Kucinich about
In the first days following the murder of Yorri this development. Johann senses that no good will
XV, no one is allowed admittance to the come from prematurely alerting the principal aide
Imperial Chancellery [location 5]. The Order of the Emperor’s Court Lector to this unexpected
of the High Helms (tall knights over 6 feet 6 development.
inches tall, see Shadows over Bögenhafen,
page 20-21) has been given the task of Requiem for a Martyr
guarding this building as well as the Bitterhof At 8:00 AM on the grey, cloud-covered morning
[location 8], Judiciary Scriptorium and of 30 Sigmarzeit, the bells at the Cathedral of
Secretarium (Magistratsamt) [location 9], and Sigmar and the Temple of Mórr toll in unison.
The Imperial Courts of Justice (Kaiserlicher The sound of the bells and its cadence signal a
Gerichshof) [location 10]. Their orders are solemn occasion: the funeral of the Grand
strict; no unauthorised individuals are permitted Theogonist and those priests that perished with
to enter these premises. The unmentioned him that day.
reason for such precautions is that no one

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This is the same exact route taken by the Church
of Sigmar during its celebratory procession on 18
Sigmarzeit, the holiest day on the Church’s
calendar. Like that event, crowds gather to watch
the procession, though its mood is more sombre
this time. Many of the Altdorfers along the route
break down in tears and weep at the passage of the
Grand Theogonist.

Should the PCs be unsure of what is going on, any


resident will tell them of the funeral procession
and the closest location where the PCs could get a
viewing. If the PCs hesitate, there is a rumour
circulating that even the Emperor is in the
procession, which is remarkable as he did not
partake in the march marking Sigmar’s holy day.
Given their mission, this should be the spark the
PCs need to find a place to observe the entire
procession.

The procession assembles at the Kaiserplatz The death of the Grand Theogonist could not be
[location b] with the Lectors and the two Arch more untimely to the plans of Johann Heinz and
Lectors to lead the carriage carrying the remains Dieter Kucinich to further isolate the Emperor
of the late Yorri XV. This assembly is surrounded until they could make their move. It took an
by Templars of the Fiery Heart, followed closely extreme effort on the part the two to convince their
by Mórrian Temple Father Georg Knock and two respective “superiors” that the Emperor may be
Mórr priests. The Emperor’s carriage and his too ill to attend the pageant commemorating both
Imperial Guard escort take their place next in the the day Sigmar was crowned Emperor and his
procession line with the High Priests of the other later abdication. The Emperor’s advisors took a
cults, the representatives of the various provincial lot of criticism, particularly from the Church of
Electors, and lesser priests of Sigmar bringing up Sigmar, for that decision. Now with the death of
the rear. Yorri XV, the Court Lector Lothar von Metternich
was most insistent that the Emperor make a
As the bells at the Temple of Mórr stop ringing showing today.
(though those at the Cathedral of Sigmar
continue throughout this ritual), the funereal As the PCs watch the proceedings, they hear
procession departs southward across the murmurs from the crowd when the Emperor’s
Templeplatz [location j] and straight to the coach passes by. PCs successfully passing an
south wall. The route of the procession turns Observe test (+10 for Excellent Vision) notice the
left at the south gate and follows a path around man wearing the Emperor’s regal attire looks like
the walls of the Imperial capital. The march a man in his late 50s rather than a man of 37 years.
crosses the Reik at the Mourners’ Bridge and Many in the crowd have seen the old man. A few
continues along the wall until it reaches the make the sign of the hammer to ward off any
River Talabec. There, the funereal procession possible evil while others pray to Sigmar and
turns towards and crosses at Eastender Bridge Shallya to heal whatever affliction ails the
[location y] before turning to the wall again. Emperor.
This process is repeated at the Reik where the
march crosses at the Emperor Karl-Franz If the PCs position themselves to be near the front
Bridge [location c]. It continues along the wall of any gathering of townsfolk watching the march,
until the South Gate is reached and turns back they risk (20%) Dieter Kucinich spotting the one
to the Cathedral. who looks like Kastor Lieberung (as well as

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Johann Heinz). Should this occur, any PC with At this point, the PCs may only know a few things
the Sixth Sense skill may take an Observe test about their quarry:
(+10 for Lightning Reflexes) in order to spot
Dieter’s surprised look before the “priest of !" One of the men seen observing the Cathedral
Sigmar” regains his composure and turns away. before the explosion returned to one of the
southern districts – Oberhausen or Süderich.
Once the procession makes it back to the !" On 25 Sigmarzeit, smugglers off-loaded some
Kaiserplatz, the bells at the Temple of Mórr barrels labelled “pickled herring” from a boat
begin to toll in unison with those of the newly arrived from Nuln into a wagon bound
Cathedral of Sigmar. The body of the Grand for the districts on the other side of the Reik
Theogonist and the deceased priests are then (perhaps Oberhausen or Süderich).
taken into the main sanctuary where the High
Priest of Mórr and the Arch Lectors perform the !" The night after the explosion, the agitator,
funereal rites. The private service lasts over two Mayer Gauss, met with someone near the
hours and then the Sigmarite priests take the University for a few moments. The man
coffins to the final resting place in the seemed agitated and made a comment about
catacombs below the Cathedral. Within minutes going to Nuln.
of the tombs being sealed, a signal is sent to
silence the Cathedral bells. The bells at the With so little to go on, the PCs will have to be
Temple of Mórr continue to sound for another very creative or damned lucky.
five minutes before it also becomes silent.
The first starting place would seem to be the area
A light rain begins to cover Altdorf as if Sigmar where smugglers ply their trade. Unless PCs have
himself is weeping over the loss of his earthly experience as smugglers or belonged to a thieves’
representative. The rest of the day is one for guild/crime organisation which included
mourning for the people of Altdorf. Only when smuggling, they have virtually no chance of
the toasting to the late Grand Theogonist takes finding the likely location where the Nuln
place in the taverns will the spell of the dreary “pickled herrings” landed. Knocking heads might
day be broken. seem to be a good way of getting information, but
the effort has greater probability of getting the PCs
Throughout the following day, the various into trouble with the crimelords: Dieter Schneider,
Sigmarite delegations go in and out of the Francesco Sarducci, or Vesper Klasst. Using
Cathedral in private meetings and services. On bribes in conjunction with Fel tests (with
the afternoon of 32 Sigmarzeit, the Ostland appropriate modifiers) is more likely to produce
delegation joins those from the other provinces positive results – though these have a good chance
and city-states to appoint Arch Lector Kaslain of being misleading.
of Nuln as Theogonist Locum Tenens.
Most goods smuggled into Altdorf come through
Murderers Found the Reikerbahn district. If the PCs are successful
In defiance of the curfew, the PCs might decide (and this should require a number of tests as well
to set up some sort of surveillance in the as the lightening of purses), they will eventually
Oberhausen and Süderich districts. The two be passed along to a Viktor Kahl and Otto Bauer.
districts are less patrolled than the area near the The two men were involved with receiving and
Cathedral and Imperial Palace, so the chances delivering the four barrels of “pickled herring”
that the PCs will be discovered are less likely. from Nuln. Should the PCs ask if the two thought
The only reason the PCs would set up shop such merchandise from Nuln was odd, the
here is that they are following up leads from smugglers laugh at the PCs. “Sure, it was,” one of
other sources, such as from less savoury the two would say, “So what? Our job is jus’ to
contacts along the Street of a Hundred Taverns. pass ‘long the merchandise, you know? Not ask
questions or check contents.”

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The PCs have to be careful as to how they The PCs have several options at this point. One
approach their questioning. If too persistent, option is to wait and keep the group under
they may arouse suspicions that they are Port surveillance. The problem with this option is that
authorities, and the two men will scatter the Templars of the Fiery Heart will arrest the four
without warning. A continual flow of bribes after a brief battle and take them to the
would be needed to keep the two men talking, interrogation room beneath the Cathedral. This
though the smugglers start passing along event also denies the PCs a chance to talk to the
misinformation if they think the PCs are the conspirators since the Church of Sigmar does not
gullible sort. recognise the authority of the Mórr cult in matters
of the Church’s affairs.
At some point (and many coins later), Viktor
and Otto will give the PCs an address to where Another option for the PCs is to break into the
they delivered the barrels: a small building in house and confront the foursome. This would
the Süderich district between the Reikmarkt certainly result in a fight, which is rather tight
[location h] and Graustein Keep [location 28]. given the size of the flat (three rooms and a water
They pulled the cart into a side alley where closet, none of which is more than 10 feet by 8
they met at man who identified himself as feet). The four will try to battle their way past the
Gustav Fokker and helped him cover up the PCs and escape whilst screaming “murderers!” in
cart and barrels. The mule was brought back to the faint hope that either the Watch or Garrison
the docks at Reikerbahn because “one jus’ can’t will appear and intervene to the PCs. This would
trust the folk across the river,” as one of the hopefully allow the foursome to escape in the
two men reply with a grin. night. Under a previous agreement, the four will
rendezvous at the Imperial [location 24] several
Should they make their move before the early hours after their escape.
morning hours of 31 Sigmarzeit when the
Templars of the Fiery Heart arrest the leader of Even if Fokker and his followers are subdued by
the 12 Hexenstag, the PCs will find a fretful the PCs in the flat, there is a reasonable chance
Gustav Fokker in residence with three of his (60%) that someone nearby will have heard the
followers: Thomas Carstens, Joachim Windaus, commotion and summoned help. Should this
and Thomas Pauli. The flat where they reside occur, the PCs could use the warrant from
is located just below street level with its Priestess Inga (+20) to test against either their Ld
entrance on the side alley. (+10 for Acting, +10 for Public Speaking) or Fel
(+10 for Bribery, +10 for Charm). If successful,
Stealthy PCs with Silent Move Urban skill are the summoned patrol leaves the PCs to their
able to get close enough to make a Listen test business. Should the test fail, the patrol moves to
for soft noise (+10 for Acute Hearing) to listen arrest them all. The PCs have one more chance to
to the men trying to plot their escape from test against their Fel with the above modifiers to
Altdorf. Even though all talk about convince the patrol they should all pay a visit to
courageously facing whatever fate is in store the Temple of Mórr so that Priestess Inga could
for them if caught, it is clear that none relish vouch for their authority (which she will do
the prospect. Should any of the PCs try to look convincingly if it comes to this). One more failure
in through the window, they will need to means the Watch Barracks.
successfully pass a Hide test since one of the
trapped men will periodically peek through the A third option would be for the PCs to pose as
window in he hope that no Templar or Soldier being sympathetic to the cause, at least long
is coming to arrest them. In the event the PC enough to get in the door. This gets tricky since
succeeds, he will see the four men are armed with the men inside are not expecting anyone other than
swords and three are wearing what appears to be known accomplices – most of whom are hiding
a chain shirt under their tunic. If nothing else, the elsewhere in the city – and Brother Karl, who they
men look as if they are ready to sell their lives have not seen since the explosion. The PCs best
dearly. chance of gaining admittance is to pose as
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101
individuals who have been recruited by Brother !" Though a Middenheimer, Brother Karl had
Karl to help the four men leave Altdorf. This been working on support in Nuln.
would require successful Bluff tests (+10 for !" Brother Karl is a member of the Crimsonite
Acting; +10 for Charm; +10 for Etiquette; and Fraternity.
for female characters, +10 for Seduction).
!" Court Lector Lothar and Arch Lector Aglim of
Once they are inside, the PCs could either Talabheim are also (believed to be) members
continue their charade in the hope they could of the Crimsonite Fraternity.
gain more information or they can try to subdue
the foursome. Whether the PCs coax the If the PCs do not turn the four traitors in, the
information or torture the four men, they can Templars of the Fiery Heart arrive in the morning
learn the following (some of which bear no hours of 31 Sigmarzeit. “Brother Karl”
resemblance to reality): anonymously tipped them off to the location of
the “Ulrican” conspirators. The Templars arrive
!" The Grand Theogonist is actually a in force and quickly subdue the traitors. The four
Todbringer and, thus, an agent of the vile conspirators are taken away and tortured to reveal
cult of Ulric. the identities of their co-conspirators, all of whom
!" The Church of Sigmar is destined to be the are rounded up over the next two days. Not
one religion for the Empire and all others surprisingly, any attempt to find Brother Karl is
should be proscribed. unsuccessful.
!" There are many in Nuln who will support
News of the arrests circulates around the Imperial
the death of the Grand Theogonist and the
capital on 33 Sigmarzeit. The conspirators are
crushing of Sigmar’s enemies.
tried and found guilty in secret. They are then
!" Brother Karl was the key for the realisation drawn and quartered in the prescribed manner for
of the plan. traitors before a cheering crowd in the Kaiserplatz
!" Mayer Gauss, a Sigmarite agitator who on 2 Sommerzeit. Crown Prince Wolfgang
frequently speaks at the University, Holswig-Abenauer is also in attendance that day.
introduced Gustav and Brother Karl.
Gustav Fokker, 12 Hexenstag leader
In his late 30s, Gustav knew that his meeting with Brother Karl was the sign from Sigmar that the
time for compromise was over and that the new dawn for the glory of his god would commence with
the Grand Theogonist’s death. Gustav was not deluded to believe that the Church hierarchy would
immediately embrace him. No, Gustav and his followers would need to make their way to Nuln
where he knew there were other, more connected sympathisers to their cause. The problem was that
response to the explosion was too swift and escape from the city not possible. Now the threat of
capture has shaken Gustav as he waits for an opportunity to quit the Imperial capital.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 43 39 3 4 9 42 2 32 46 35 44 47 44

Skills: Arcane Language-Magick, Cast Spells (Clerical 1), Disarm, Dodge Blow, Meditate, Public
Speaking, Read/Write (Reikspiel), Scroll Lore, Secret Language-Battle, Secret Language-
Classical, Street Fighting, Strike Mighty Blow, Theology
Magic Points: 8
Spells: 1st: Aura of Resistance, Cure Light Injury, Fire Ball, Steal Mind
Equipment: Sword, Travelling Clothes, Iron Medallion of Hammer, Sling Bag of Ingredients, and
Purse (14 GCs, 10 shillings, 18 pennies)
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Thomas Carstens, Joachim Windaus, and Thomas Pauli, Rebels

All three are young (early to mid 20s), restless Reikland gentry who have some to believe that
compromise with the old religions was wrong. They are ardent followers of Gustav, but the tension
of the current situation threatens to shatter their belief in Gustav’s plans.

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 42 39 3 4 9 43 2 41 43 32 43 32 43

Skills: Blather, Charm, Disarm, Dodge Blow, Etiquette, Heraldry, Luck, Read/Write (Reikspiel),
Ride, Secret Language-Battle, Street Fighting, Strike Mighty Blow, Wit
Equipment: Mail Shirt (1AP body), Sword, Travelling Clothes, and Purse (24 GCs, 16 shillings, 12
pennies)

Burning Down the House Any PC with the Public Speaking skill has a
As news spreads about the arrest of the Ulrican chance to turn the crowd away from violence by
assassins and details of the Blackpowder Plot appealing to their common heritage as Sigmar’s
emerge during the morning of 33 Sigmarzeit, a people or other similar approaches. The PC in
large crowd starts gathering at the chapel of question will have to work hard at this, testing
Ulric near the Königplatz chanting anti-Ulrican against their Fel (+10 for Charm, +10 for Public
slogans. “Death to the false Wolf worshippers” Speaking, +10 for Wit) and trying to overcome that
and “May Sigmar and Mórr curse them all” can of the agitator, Mayer Gauss (who gets an
be heard from the increasingly hostile crowd. additional +10 modifier since he has been working
The chapel is close to the PCs’ townhouse so the crowd for some time now). Should the PC fail
the PCs should not miss this event unless they miserably in this contest (lose to Mayer and miss
are elsewhere. the Fel test by 30 or more), then the crowd starts
shifting some of their hostility to the PC thinking
Around noon, an agitator appears and begins to him a sympathiser (or worse, an agent) of the cult
rail about the crimes – real or imagined – that of Ulric. If this were to happen, the PCs should
the cult of Ulrican has perpetrated against think of a quick retreat, possibly with a mob of
Sigmarites. Alleged massacres and 2D6 +10 hostile townsfolk on their heels for D6+2
persecutions of Sigmarites in Middenland, turns.
Hochland, Nordland, and Talabecland are
featured in the agitator’s inflamed rant, The PC-turned-agitator will have to best Mayer
including several references to the Bösel for three tests out of five to settle the ground down
massacre. The agitator leads the demand for and avert violence. If the PCs succeed, Mayer
their Emperor to make a presence and vanquish uses the milling crowd to make good his escape
the Ulrican bandits across The Empire. The from the area. The PCs can give chase or follow
mob cheers in response. Mayer discreetly until they can nab him. This
may require testing against I by either party since
If the PCs are attending the denunciation of the Mayer is always wary of being followed. Should
Ulricans, they will easily note the temper of the the PCs catch up to Mayer at any time, they can
mob is rising to fevered pitch as the agitator gain information as described in the section An
continues on. Murmurs from the crowd Agitator for All Seasons above.
indicate this gathering is heading towards
violence. The PCs should also be aware (a If the PC fails to best Mayer as described above
timely Int test might be required) that any overt within 10 tests, the enraged mob – led by Mayer
move to remove the agitator could place them Gauss’ demands for a message to be sent to the
in danger. wolf worshippers in Middenheim – will storm the

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chapel, drag out the one priest and two initiates handful of buildings are burnt down. Luckily, the
within, hang the three, and set fire to the fire is extinguished before it gets close to the PCs’
building. PCs who try to physically stop the residence.
violence will get trampled upon by the crowd
and sustain 1D6+3 S4 hits from any violence. If the PCs are watching Mayer during the
destruction of the chapel and the execution of its
The mob stops its rampage once the people attendants, they note that in the middle of the
realise the danger they created when several carnage a man approaches the agitator and
other nearby buildings also catch fire. Many of whispers in his ear. Mayer’s expression quickly
the assembled people flee while others changes from one of grim satisfaction to one of
scramble to form a fire brigade. The slow panic. He quickly looks around to see if anyone is
reacting Watch (who were not in evidence coming for him before leaving his place of
while the mob gathered) appear to help stop the persuasion and disappearing down the alleyways
flames from spreading. Buckets appear and back to the area of the University. The PCs have
water is pumped from the newly installed (in the same chance as described above for catching
the last year) water pumps in the square. The Mayer.
Altdorfers are able to stop the fire after a

Mayer Gauss, Agitator

Mayer is a former student of history at the University of Altdorf who felt that recent troubles in the
Empire could be traced to hostility the Ulricans caused when they embraced the doctrine of the
Sigmarian Heresy. From that point on, Mayer took to his new calling – the denunciation of the
Ulrican cult – with the fervour of a true believer.

M WS BS S T W I A Dex Ld Int Cl WP Fel


5 41 39 3 3 7 44 1 32 45 46 46 35 48

Skills: Arcane Language- Magick, Blather, Dodge Blow, History, Public Speaking, Read/Write
(Reikspiel), Secret Language- Classical, Silent Move Urban
Equipment: Sword, Leather Jack (0/1AP Body/Arms), and Purse (2 GCs, 12 shillings, 14 pennies)

Unwanted Attention activities might pose a threat to their plans for


A few hours after the event at the chapel of exerting more control over the enfeebled
Ulric has settled down, the town criers of Emperor Karl-Franz. Still, they have no idea
Altdorf announce in the various squares and where the PCs are in their investigations and
markets that the curfew has been lifted as a need information. To this end, members of this
result of the arrest of the Ulrican cell of the Purple Hand start to shadow the PCs
sympathisers. Some celebrations take place and watch their every move.
that night, but there is a subdued atmosphere
in Altdorf. News of Middenland’s The cultists have an elaborate method of
mobilisation and intentions has finally communication; either using drops to send
reached the Imperial capital. written information or making blind contracts.
In the latter case, the cultist may rely information
It is also at this time that the PCs will have to someone via a hole in a fence or open window
received some unwanted attention. By now, so they cannot see to whom they passed their
Johann Heinz and Dieter Kucinich have come report. Such activities are not without risk as the
to the realisation from reports by the low person on the other side of a wall might be a
ranks of their Purple Hand Ordo that the PCs’ Watchman or, worse, infiltrators from rival cults.

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Given the paranoia of the Purple Hand cells, Should the PCs manage to capture one of the
methods of passing along information cultists, they will have their interrogation work cut
frequently change. If they are lucky, the PCs out for them. Purple Hand cultists are not likely to
might even catch a break and intercept reports talk, as they are more fearful of Tzeentch’s wrath
about their own activity. They could even use than anything the PCs could do. If the cultist does
the Purple Hands’ methods against the cult by break down, their information is of little use other
posing as one of the blind contacts and passing than relating their instructions and the location of
along whatever information the PCs deem where they pass along what they have learned.
appropriate. Of course, the PCs run the risk of Individual cultists shadowing the PCs know
alerting the Purple Hand members that their nothing about their superiors’ long-term plans.
communication method has been compromised.

Standard Purple Hand Cultist

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 35 20 3 3 7 40 1 35 30 30 25 30 20

Skills: Concealment-Urban, Disguise, Dodge Blow, Follow Trail, Read/Write (Reikspiel), Secret
Language-Guilder (Purple Hand Cult), Shadowing, Silent Move Urban
Equipment: Hand Weapon (Sword or Club), Leather Jack (0/1AP Body), Clothing with some purple
colour, and Purse (3 GCs, 10 shillings, 22 pennies)

A New Kid in Town Chancellor Johann Heinz in his official attire


During mid-morning on 1 Sommerzeit, the hurriedly walking with his entourage of fifteen
sound of horns blaring can be heard from the men-at-arms and a number of bureaucratic
Upper River Gate. The horns signal the underlings jostling for favoured positions
arrival of five ships bearing the flags of following. If any of the PCs remember the face
Crown Prince Wolfgang Holswig-Abenauer. of Kastor Lieberung, they will have no difficulty
The ships dock at the wharf just located north identifying the Chancellor.
of Three Toll Bridge to the cheers of
Altdorfers as the entrance the Crown Prince In the event the PCs have secured a vantage
and his entourage from Castle Reiksgard to point near the wharf where the Crown Prince’s
Altdorf takes the Imperial city by surprise. ships are moored, they can watch the heir of
Karl-Franz disembark. Given his attire, there is
If the PCs happen to be nearby, they can see no mistaking the rather pudgy and quite
there is commotion near the Imperial Palace. unremarkable Wolfgang Holswig-Abenauer.
Servants in the livery of the Imperial Court The man looks to be in his mid-twenties with
are scrambling about in response to the mousy brown hair, limpid eyes, and rather pale
barking orders of a gruff, old man (the Lord skin. In contrast, the man standing next to him
Chamberlain, perhaps?), trying to assemble is a picture of a Sigmarite warrior: tall, well
an appropriate manner to convey Crown built, and wearing the regalia of the Captain of
Prince Wolfgang from where his ships landed the Guard. As with other nobility, the Crown
to his apartments in the Palace. The arrival Prince is followed by an entourage of men-at-
of the Crown Prince was clearly an arms and advisors.
unexpected development.
In due time, the Imperial coach arrives along
Things are just as hectic nearby at the with a procession of the Imperial Court to escort
Imperial Chancellery. Should the PCs have the Crown Prince across the Reik. A number of
this location under surveillance, they see townsfolk gather to cheer the newcomers along

Empire at War
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the route. If they choose, the PCs are able to the PCs have uncovered enough information to
discreetly follow the assemblage to the show there are elements within the cult of
Imperial Palace. Sigmar – Brother Karl, the Magnærans, 12
Hexenstag – that are behind the death of the
Later that afternoon, the town criers read Grand Theogonist. Should the PCs suggest a
aloud the following proclamation in the meeting with the Theogonist Locum Tenens
various squares and markets throughout instead, Priestess Inga suggests it might be
Altdorf: easier to meet with the Court Lector.

“Gentles and Townsfolk of The PCs could opt to spare their patroness by
Altdorf” sending a letter of introduction to the Court
Lector in his offices at the Imperial Palace. The
“By the Grace of Sigmar on this PCs would have to arrange for a courier (or
day, 1 Sommerzeit, in His year of masquerade as one) to deliver the letter to the
2514, His Imperial Majesty Imperial Guards on duty there. There is a
Emperor Karl-Franz I, Grand chance (20%) the letter would not be delivered
Prince of the Reikland and Beloved unless it was written on stationery bearing the
of Sigmar, has bestowed upon His heraldry of a noble house. How the PCs could
Imperial Highness, Crown Prince obtain such stationery is best left to their
Wolfgang Holswig-Abenauer, the ingenuity.
title and duties of Lord Protector of
Altdorf for as long as the Imperial Once the PCs’ activities have become known to
City is under threat from Her Brother Dieter Kucinich, the aide of the Court
Enemies.” Lector, he will also do what he can to smooth
any request the PCs’ or their patroness have
“As his first act as Lord Protector, made concerning a meeting. In Dieter’s
His Imperial Highness has directed estimation, he has more to gain than lose from
Reikmarshall Götz von Bock to such a meeting by learning what the PCs’ know
forthwith lead the heroic army of since the Court Lector knows nothing about
Altdorf forward to engage the Yorri’s death.
craven Middenland forces in the
field of battle.” A sealed invitation would be sent to the PCs via
Imperial courier once Court Lector Lothar
The announcement leaves the atmosphere in agrees to the meeting with the time and date.
Altdorf mixed between the relief that Such information is up to the GM, but it is
something was done to defend the Imperial suggested the meeting takes place in the
capital and the despair of unwanted war morning following the delivery of Lothar’s
thrust upon the people of the city. response.

Interview with a Court Lector When the PCs arrive at the Imperial Palace, they
Any attempt the PCs may have undertaken to should have their invitation in hand to present to
see the Court Lector, Lothar von Metternich, the Imperial Guards at the entrance. If the Court
in the early stages of this scenario (prior to 31 Lector’s invitation is missing, the PCs will not
Sigmarzeit) should have been rebuffed. Only gain admittance no matter how many Fel tests are
when certain individuals have noticed their attempted. No invitation, no admittance. Upon
investigative work will the doors to the presentation, one of the Imperial Guards will look
powerful begin to open just a little. the invitation over, checking the seal and the
embossed heraldry on the letterhead (twin-tailed
One way the PCs can make their case for comet followed by a star) before checking the
such a meeting is to ask Priestess Inga for her signature and text. Satisfied that the invitation is
assistance in arranging it. This can be done if authentic, one of the guards turns toward another,

Empire at War
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out-of-sight guard within the Palace and Lothar enters the room, Brother Dieter bows to
informs him to summon a detail to escort the the Lector and PCs before withdrawing to
PCs to His Eminence, the Court Lector. The another room (other than the main entry, there
PCs are expected to wait outside for the are three other doors exiting the parlour). Brother
several minutes it takes the escort of six Dieter plans to eavesdrop on the conversation
guards to appear. unless the PCs find some way to politely urge
Lothar to send him out so they can discuss
Instead of taking the PCs through the main confidential matters.
entrance near the Kaiserplatz, they are led to
a side entrance across from the Imperial Since the Emperor’s failing health – both physical
Chancellery. Once in, the PCs are then and mental – has been an overriding concern to
escorted two flights up a nearby staircase and Lothar (though he will not share this information),
a short way down an opulent hallway. The the Court Lector has not followed the
lead guard then knocks on a door. Within investigation of the Grand Theogonist’s death
moments, a priest of Sigmar opens the door. closely. The Inquiry from within the Church itself
The guard announces the individuals in their has not released any information about their
care have an invitation to visit with the Court investigation to anyone other than the Theogonist
Lector. The priest nods and motions the PCs Locum Tenens and the Grandmaster of the Fiery
to enter Lothar von Metternich’s suite. Heart. The Court Lector has no way of knowing
the Inquiry has actually gained less useful
The PCs enter the well-furnished parlour. information than the PCs have gathered.
The priest introduces himself as Brother
Dieter. In the event he hasn’t been informed Lothar’s intent at this time is to learn whatever
of the PC resembling Kastor Lieberung, details the PCs have already gathered. If the
Brother Dieter is momentarily surprised when PCs have asked Priestess Inga to help arrange
he glances at that PC. PCs looking at the this meeting, the Court Lector and Brother
Sigmarite Priest need to make a successful Dieter both know the PCs are in the service of
Observe test (+10 for Sixth Sense) to catch the cult of Mórr. While this assures Lothar of
Brother Dieter before he quickly regains his the PCs’ intentions, the knowledge of the
composure. Should the PCs inquire about his involvement of the Mórrians causes grave
reaction, Brother Dieter briefly hesitates and concerns for Brother Dieter.
then simply states the PC reminded him of
someone he knew who passed away a few As they relate their investigation thus far, the
years back. The Priest refuses to elaborate PCs need to be careful not to divulge more about
any further. themselves than their cover story. If the PCs
mistakenly reveal they have worked for the
Brother Dieter asks if the PCs would like a Todbringers or are members of the Knights
glass of wine (Bretonnian claret) while they Panther, then Lothar’s look of concern hardens
wait for His Eminence. As he pours the wine, to anger and he demands the PCs leave
Brother Dieter asks the PCs their names and immediately. Quick-thinking PCs will realize
how they came to be in Altdorf. Brother the mistake they have made and it will require a
Dieter does not plan to ask the PCs’ any good explanation and a successful Fel test (+10
follow-up questions since he does not want to for Charm, +10 for Etiquette) for the PCs to
arouse suspicions at this time. convince the Court Lector that his anger is
misplaced and they are no longer working as
If the meeting with Lothar takes place from Knights Panther or agents of the Todbringers.
31 Sigmarzeit to 2 Sommerzeit, he enters the
room relaxed and quite friendly, if not While he listens dispassionately to the PCs,
reserved. Should the meeting take place after Lothar straightens up with interest should the
these dates; the Court Lector will be PCs mention the Crimsonite Fraternity, the
somewhat distraught and fidgety. As soon as Magnærans, 12 Hexenstag, or Brother Karl. The

Empire at War
107
Court Lector asks very pointed questions – If the PCs do not return before Simon can hand
such as “How do you know that this Brother them the letter, he will leave it in plain sight
Karl is truly a member of the Crimsonite where the PCs could find it upon their return to
Fraternity?” – to get to the heart of the matter. the townhouse. The letter states:
Lothar’s overriding concern is whether there
is truly a conspiracy within the Sigmarite
Church. *****Handout #6*****

At the end of the audience, Lothar thanks the Rumour has it that you’re looking
PCs and tells them he would be most grateful for information about the death of
if the PCs would come to him with anything the Grand Theogonist. Meet me at
else they might uncover. He then opens the
door and asks the guard detail waiting Warehouse number 3 at midnight
outside his apartments to escort the PCs out, this evening. The rear door will be
after which he then gives the PCs Sigmar’s unlocked so come in through that
blessings so that they can continue their way. And bring about 10 gold
efforts on behalf of the Church. crowns. I’ll want some money for
How much Brother Dieter is able to hear the information I have.
through the closed door is up to the GM.
Suffice it to say; he’s heard enough to worry
that the PCs might be on to something.
Should the PCs receive the letter directly, they
Should the PCs promptly set up surveillance could quiz the girl about the person who
outside the Palace door they have exited, brought this message to be sent. The girl,
they will notice Brother Dieter departing the Amalie Bäcker, will tell the PCs all she knows
Palace about an hour after their meeting with is that her boss, Herr Fichte, asked her to
the Court Lector concluded. The Sigmarite deliver the message. She will also mention the
priest makes straight for the Imperial one shilling if the PCs have not paid it.
Chancellery across the street and is quickly
admitted by the Imperial Guard on duty. In the event the PCs decide to pursue the matter
Brother Dieter remains there for the better with Herr Fichte, they will have to wait until
part of an hour before returning to the morning, as the office is closed by the time the
Palace. PCs arrive. When asked the next day, all Herr
Fichte recollects is the man had the look of a
Things Lurking in the Dark tradesman from the Docks area. The man did
A young courier brings a message to the PCs’ not give his name nor was it asked. Herr Fichte
townhouse around dinnertime on the day explains it is not a requirement for a person
they have met the Court Lector. The girl using the service to provide his name.
wears the livery of the Altdorf Couriers
whose offices are adjacent to the Altdorf If the PCs suspect a trap, they have good reason
Council Hall [location 44]. If the PCs aren’t to do so for that is what it is. Moreover, a fog
in, she hands the sealed message to their has arisen this night covering the areas within
valet, Simon Helmholtz, and waits for the 200 yards of the rivers.
customary shilling before departing. As the
envelope is addressed to whichever PC did Warehouse number 3 is located along the River
the most talking during the meeting with Talabec east of the Reik-Talabec Trading
Lothar, Simon does not open it though he Company [location 54]. The double doors
pays the girl. facing the wharf area are locked from inside and
all windows shuttered. Whether the PCs arrive
at the designated time or earlier, they find the

Empire at War
108
back door facing the alleyway is unlocked of Chaos. Nothing remains of the dead Daemon
just as the message said it would be. except for the damage it left in its wake.

When the PCs open the door, they can see a Once the fighting is done, the PCs find the
lit lantern in the centre of the warehouse. corpse that was propped up to fool them. If the
They also note that stacks of crates are lined PCs inspect the gaping hole in its chest, they
up against the walls, except where the doors find that the heart is missing from the corpse.
are located. At the far edge of the light, the Should the PCs search the area behind the dead
PCs can make out the silhouette of a man man, they will find eleven dead beggars (mixed
leaning against some crates. PCs with Night males and females) with a similar hole in their
Vision cannot make out any more details chest and blood pooled all around them. All the
since the light from the lantern interferes victims look as if they have been ritually
with this ability. sacrificed.

Before the PCs could move into the shadows, Given that they work for the cult of Mórr, the
they hear the man in the darkness say, “So PCs need to inform the priests of the dead
good of you to come. Do you have the bodies here. The PCs may even need to pass an
money? Please step forward so I can see it.” Int test (+10 if they have experience in the
As the PCs step forward, those who have Watch) to know that going immediately to the
Sixth Sense realise there are others in the Watch will bring unwanted complications at this
room. Before they could get out a warning, time.
12 Pink Horrors leap out from behind the
crates and attack. The PCs will also want to report the details of
the ambush to Priestess Inga first thing in the
While the Pink Horrors create a diversion, morning. Should that occur, the Priestess
Brother Dieter backs away from his position advises the PCs she will not report anything to
behind the crate that helped prop up a corpse the Witch-Hunters of Sigmar at this time. She
and slips down a trap door leading to a believes the PCs must be getting close – even if
smugglers’ tunnel where he joins another 6 they do not realise it – since someone decided
Purple Hand cultists. He hopes the Lesser to take a very risky course of action to eliminate
Daemons of Tzeentch could bring an end to them. In addition, Priestess Inga cautions the
the PCs’ meddling, but does not plan to stay PCs to be careful.
and watch. He must hurry back to his flat
near the Pious Pilgrim's Boarding House in When the PCs return to their townhouse, there
order to make sure he has an alibi. is a note tied to their doorknob. It’s addressed
to Herr Lieberung (or “Herr Lieberung’s
The Horrors have been summoned 6D10 Associates” if the character resembling
minutes before the PCs’ arrival (they were Lieberung has died before the PCs arrived and
expected to be early). The summoning spell there is at least one PC who has been involved
lasts a total of two hours, so the PCs won’t with the events in Death on the Reik). The
get any help from Instability until the turn Purple Hand leaves the note.
after Brother Dieter departs from the
warehouse. Should the PCs try to retreat *****Handout #7*****
(run away), the Horrors follow them until
death, Instability, or the end of the spell You may have forgotten us, but we
overtakes them. When dealt a killing blow, a haven’t forgotten about you.
Pink Horror does not die, but splits into two
Blue Horrors. When a Blue Horror is slain,
Get out of Altdorf while you still can.
its body evaporates as it returns to the Realm

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109
Horrors, Lesser Daemons of Tzeentch

Horrors (Tsani’kchami’i) come in two distinct forms - the Pink Horror and the Blue Horror. Pink
Horrors are magically fashioned slaves of the Lord of Change, essentially mere automatons to be
expended as part of their carefully wrought plans. Horrors do not have solid material bodies since
they are formed from pure Chaos. Thus, they sometimes take on a discernable form, sometimes
blur into a frantic little mass of pinkness or blueness as they dash and scamper about. In the
formal state, Horrors usually appear as creatures with exceptionally long arms and short legs
erupting from a huge head and gaping maw.
Because they are made of raw Chaos, Pink Horrors can cast spells. The casting of spells fills them
with increased joy as evident by their high-pitched squeals of laughter, sometimes becoming an
ecstatic cackle, which sounds like the braying of a lunatic. Even death seems to delight them.
When dealt a mortal blow, a Pink Horror does not die, but turns into a blob of gyrating pink
energy. This changes to blue and then reforms into two Blue Horrors with a characteristic whoop
of glee.
The second type of Horror is the Blue Horror. It is almost identical to the Pink Horror, but it is
blue rather than pink. Moreover, its temperament is quite different as Blue Horrors wear perpetual
frowns and are thoroughly bad tempered. These daemons sneer and grumble, muttering in a low
whining voice. In combat, their normal noise gives way to a snarling outburst of rage.
Pink Horrors:

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 50 45 4 3 5 60 2 90 90 90 90 90 01

Blue Horrors:

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 35 25 3 3 5 70 1 90 20 20 20 20 01

Psychological Traits: Horrors are immune to all psychological effects, except those caused by any
god, Greater Daemon, or Daemonic Prince.

Magic: A group of Horrors (at least nine, Tzeentch’s number) always has one spell, randomly
chosen from any type of Magic. The spell might be utterly inappropriate to the given
situation, but the Horrors will cast it anyway.

Special Rules: The Pink Horror has 2 claw attacks. When reduced to 0 Wounds, a Pink Horror is
not slain, but divides into two Blue Horrors instead. The Blue Horror has 1 claw attack.
Once a Blue Horror is slain, it does not split as a Pink Horror does, but disappears with a
bright blue flash. Lesser Daemons cause Fear to creatures under 10 feet tall and are
subject to Instability.

Chaos Attributes: A Pink Horror may be granted up to 9 Chaos Attributes. Blue Horrors retain
these attributes.

Empire at War
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Empire at War
Nuñez, Adler, Eccles, Foody 111
Imperial Coup d’État !" I hear that the courtiers and diplomats are
Starting on 2 Sommerzeit and continuing over discussing whether Karl-Franz should
the next several days, Altdorf is thrown into abdicate. Can you image that? The man’s
political crisis. Proclamations issued from the taken ill and they want to turn him out.
Imperial Palace in the name of Crown Prince
Wolfgang reveals his move to bring the entire !" Can you believe that one victory against
province of Reikland including Altdorf under Middenland has the Crown Prince now
his rule. The Crown Prince’s first step is to re- publicly advocating military assistance to
impose Martial Law (with curfew starting one Ostland and even an invasion of Middenland?
hour after dusk and lasting until dawn) and Prices will get worse before they get better.
proclaim himself Elector of the Reikland
during his uncle’s illness. The next follows the The Crown Prince is making his move on the
day after, when Wolfgang forbids his uncle’s advice of two men: Erwin von Mühlerberg,
Imperial Court from certain areas of the Captain of Castle Reiksgard, and Martin Fechner,
Imperial Palace and brought in his own Secretary to the Crown Prince. The two men are
advisors to usurp the role of the Court. ambitious and see Wolfgang’s rise as a means for
Separate calls by the Court Lector and their own personal goals to come true. The
Chancellor for meetings with Crown Prince are problem is that these objectives do not coincide.
declined.
As explained in the introduction to this adventure,
These acts led to the following rumours Captain von Mühlerberg is a leader of one small
circulating about the city: cell of the
Purple
!" They say that the Emperor is gravely ill and Hand,
will last for only a few days. though he is
unaware of
!" I tell you, something doesn’t smell right.
the schemes
First the Grand Theogonist and now the
of the
Emperor. How are we supposed to deal
bigger
with Middenland marching against us?
Altdorf cell
!" Sigmar’s favour has left us. and their
efforts to
!" All this turmoil means that the price of the
bring about
harvest, whatever there will be, has jumped
the Time of
up again.
Changes.
!" Rumour has it that a growing number of Even if he
Reikland nobles, including senior Sigmarite knew of
priests, support Crown Prince Wolfgang to these other
replace the ailing Emperor now. schemes, the Captain fully understands that the
Great Mutator will only reward the one who
!" Does it really matter who runs the
province? One Blue Blood is the same as succeeds and not the failures.
another. In Herr Fechner’s case, it is a simple matter of
!" You know what this means, don’t you? power, which should enable him to turn the tables
More taxes. Never fails. on the Cult of the Scarlet Member and destroy
them once and for all. The problem is he needs to
!" Who will take care of our ailing Emperor
be very crafty so he does not alert his assistant of
now?
his intentions. If Greta were to discover his plans,
!" Perhaps things will return to normal now he could be ruined. The problem for Herr Fechner
that the Altdorf army bested Middenland in is that Greta Cranach is already advancing her
combat near Rottefach. own agenda.
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Sidebar: The Scarlet Member of the physicians who had a chance to examine
the Emperor fairly recently and may have some
The Scarlet Member is a Slaaneshi cult from
idea as to what might be happening. The
Altdorf. The cult has recently initiated its own
Priestess tells the PCs she will give them a letter
plans for corrupting Crown Prince Holswig-
of introduction to help them gain an audience.
Abenauer. The secretary to the Crown Prince,
Martin Fechner, is a man with rather eccentric House Call
tastes when it comes to fulfilling his carnal The Collegium Medicinae is an impressive
desires. He recently became compromised by building with a colonnade façade with bas-
the Slaaneshi cult and was threatened with reliefs of owls and doves signifying the guild’s
exposure if he did not agree to advance their associations with the cults of both Verena
schemes. (knowledge) and Shallya (healing). Entrance to
the physicians’ guild (for that is what this
Secretary Fechner took on a cultist, Greta
Collegium truly is) is relatively easy.
Cranach, as his assistant. Her goal is to convert
the Crown Prince into the ways of her deity. The guild’s guards are mostly positioned to deal
Cranach knows she must tread carefully as any with any unsatisfied clients rather than limiting
discovery could mean the plans of her cult those visiting the guildhall. Each guardsman
would be uncovered. Cranach does not fear wears a band on his left arm with the guild’s
execution, yet though the thought of being coat of arms (red sign of the hammer on a white
impaled somehow thrills her. background). Any guard or member of the guild
can direct the PCs to Doktor Dönitz’ office on
On the evening of 2 Sommerzeit, a message is the second floor. There is a staircase nearby that
sent to the PCs’ townhouse bearing the seal of leads up to the three floors of the building.
the Temple of Mórr. The message is from
Priestess Inga requesting the PCs meet her first In order to see the Frau Doktor, the PCs must
thing in the morning, around 9:00 AM. present the letter of introduction to her secretary,
Wenzel Albers. He examines the seal on the
At the meeting, Priestess Inga expresses her letter and then asks the PCs to wait for a few
concerns that things are spiralling in directions moments. Wenzel knocks on the closed door
unforeseen when the PCs first met with her. three times, enters the room and closes the door
The Priestess of Mórr is unsure as to where this behind him. Minutes later, Wenzel opens the
may eventually lead, but she is concerned that door and motions the PCs to enter.
it is not good for the stability of the Empire.
The Crown Prince’s actions are without recent Doktor Dönitz’ office has stacks of papers and
precedence, but there’s not much that can be piles of books strewn about her office. She
done under the circumstances. Priestess Inga apologises for the mess and informs the PCs she
believes the key is the Emperor’s recovery can only give them a few moments of her time.
from whatever ails him. Wenzel exits the office at this time and closes
the door behind him.
If asked what the Priestess knows, Inga can
only say that she saw the Emperor during the If asked about the Emperor, Doktor Dönitz
funeral procession for the Grand Theogonist replies she has only seen the Emperor for a brief
and concluded he seems to be suffering from moment. Dönitz relates that the Court
wasting malady. The Indagatrix Grandis of physicians were stumped about the decline of
The High and Chivalric Order of Deserved his health and asked her to take a look to see if
Rest pauses in thought for a moment. She she could help with the diagnosis. Frau Doktor
then looks at the PCs and suggest they pay informs the PCs she asked if the illness could be
Frau Doktor Silma Dönitz a visit at the magically induced, but was told that the
Collegium Medicinae [location 27]. Priestess Supreme Patriarch could not find anything to
Inga comments that Doktor Dönitz was one suggest that possibility. When she could find

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anything to explain the loss of the Emperor’s It does not take terribly long for the courier to
vigour, Doktor Dönitz was told to keep return to the Chancellery. The PCs might try to
whatever she learned confidential since the intercept the young man at some point in his
security of the Empire is at stake should errand, but they will need to be careful doing so.
information about Karl-Franz spread. Should the lad, Paul Mendel, believe he is about to
be assaulted on the streets, he will begin shouting
Silma Dönitz kept her word even after the for the Watch before running away from the PCs.
Grand Theogonist’s funeral when the In other words, Paul creates a scene that the PCs
Emperor’s health was displayed – in a fashion hardly need.
– for all to see. With the Grand Prince’s
proclamation, Doktor Dönitz no longer feels Should the PCs succeed in escorting Paul for a
compelled to hold her tongue. private discussion elsewhere, they can easily bribe
him (for about five or more shillings) into
Doktor Dönitz has been researching the revealing that he delivered the message to a
Emperor’s symptoms since she examined him Sigmarite priest named Brother Dieter. In the
(around 22 Sigmarzeit, if the PC must know). event the PCs intercepted Paul before the message
In her judgment, it seems his humours have was delivered, the courier is willing to let them
tilted too much towards black gall, yet this look at the sealed letter (without an official stamp)
does not entirely explain his mental state. if they pay him at least 5 GCs and can reasonably
Frau Doktor believes the Emperor does not reseal the letter. If this is done, the PCs can read
exhibit a melancholic state, which would be the following letter:
one of the symptoms for which she would be
looking. The Emperor’s mind appears to *****Handout #8*****
have been dulled, though Silma Dönitz noted
his eyes would sharpen for a brief moment or Kastor!Lieberung!has!contacted!me.!!I!
two before his look became more glazed. need!to!see!you!immediately!as!we!need!
to!discuss!how!to!deal!with!this!new!
Not wishing to look foolish to her colleagues,
complication.!!I!am!not!sure!hat!he!
Dönitz kept her peace as she began her
research. She tells the PCs she has confided wants,!but!I!fear!that!his!return!to!
in the PCs only as a favour to Priestess Inga. Altdorf!after!a!two"year!absence!doesn’t!
Should the PCs go public with what she has bode!well!for!our!plans,!especially!in!
told them, Doktor Dönitz promises she will light!of!the!problems!wrought!by!the!
deny everything. She then bids them good Crown!Prince’s!declarations.
day and good luck.

Mind Games The PCs may inquire as to who gave Paul the
Another trick the PCs might try is to send the message to deliver. For another monetary
Chancellor a message using the Altdorf consideration of roughly 4 shillings, Paul replies
Couriers letting him know that Herr Kastor the Chancellor himself gave him the letter. Should
Lieberung is back in town (or some similarly the PCs inquire as to whether the lad would swear
phrased letter). They could time the arrival to to this information before a magistrate, Paul starts
take place some time after they have set up to become nervous, as he fears he may be released
surveillance to watch the front of the from his job if his role in this sordid affair became
Chancellery. After 4D6+6 minutes of the known. He explains Chancellor Heinz is a man
arrival of the message, a young lad wearing who would seek retribution upon those he sees as
the livery of the Chancellor’s office hurriedly betrayers.
departs and makes his way to the part of the
Imperial Palace where the Court Lector has Should the PCs be short of funds, they could
his apartments. certainly get the information from Paul by
threatening violence. Of course, taking this
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113
approach means that the PCs are going to have Chancellor’s secretary, Herbert Krebs. Herr Krebs
to imprison Paul somewhere to ensure that he would put a stop to the PCs’ wanderings and
cannot betray them to the authorities. firmly (in a rather condescending tone) tell them
there can be no appointment without a letter of
If the PCs do nothing more than watch, they introduction from a noble or reputable member of
will see Brother Dieter approach the the Altdorf establishment. Though rebuffed, the
Chancellery around 10-15 minutes after Paul’s PCs have gained the knowledge needed to reach
return. The Sigmarite priest looks about warily their goal.
in the apparent hope he has not been followed.
Brother Dieter will remain within the The next item the PCs need to obtain in order to
Chancellery for about three hours before the assist in their masquerade is clothing fit for a
Chancellery guards escort him to his flat. The Chancellor. This could get rather pricey and
PCs may follow discreetly so they may learn requires the PCs to be willing to part with some
where the Sigmarite priest – if that is what he money (say, on the order of 80 GCs for the fine
truly is – lives. velvets and fashionable silks). Some of the
clothiers in the Oberhausen or Obereik districts
This Masquerade are able to meet the PCs’ needs. One well-known
If the PCs have been clever, they may have clothier for the wealthy is Marx and Spengler near
observed the Chancellor from a distance Reichenhall Mansion [location 1] in the Obereik
several times. Johann Heinz has come out from district.
hiding in his offices since the execution of
Gustav Fokker and his fellow conspirators, but When he is so attired, the impersonating PC may
has been more frequently seen since time his entry into the Imperial Chancellery
Wolfgang’s apparent coup d’état as he shortly after Chancellor Heinz has departed to the
continues to move from his offices to the Imperial Palace. The PC may be unsure how to
Imperial Palace in the hopes of gaining an react, but it should be a fairly simple guess to
audience. assume the Chancellor deals with his underlings
harshly while acting like a toady around his
Should the PCs have the Chancellor under betters. This means the PC will need to rely on
surveillance, they will note he generally spends Ld tests (+10 for Acting, +10 if PC has experience
several hours in the Imperial Palace apparently as a lawyer or noble) rather than Fel when dealing
awaiting the Crown Prince’s pleasure. In the with the Chancellor’s staff. Of course, there is the
event the Kastor Lieberung look-alike is still matter of sounding like the Chancellor, which the
among them, the PCs might boldly decide to PC might be able to pull off if he has gotten close
have that character impersonate the Chancellor enough to hear the Chancellor speak (during one
in order to gain access to his offices and, of his earlier sojourns to the Palace since there is
hopefully, any secret files or communications usually a lackey to order about as he crosses the
he has in his possession. street) and has the Mimic skill. If need be, the PC
could just growl at the subordinates since those
The first thing the PC would need to do is other than sycophants would rather avoid the
attempt to meet the Chancellor in the hope of attention of the Chancellor.
gaining some knowledge to the layout of the
Chancellery and location of his office. This Should the masquerading PC march to the
could be done successfully if the PCs (without Chancellor’s office as if he is the agitated
the Lieberung look-alike) enter the building Chancellor, he would easily gain admittance.
with the goal of meeting Johann Heinz without Even Herr Krebs knows better than to bother an
an appointment or invitation after the angry Johann Heinz.
Chancellor has departed for the Imperial
Palace. The PCs could get far with a successful Once inside the office, the PC has limited time to
Bluff test (+10 for Acting, +10 for Charm, +10 rifle through the files looking for incriminating
for Etiquette, +10 for Wit) until they reach the evidence. The office is finely furnished with a

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plush couch and several armchairs for before the Chancellor returns. If the PCs take the
entertaining the powerful and influential. book and leave the office in the condition they
There is one desk near the picture window found it, it will take Johann Heinz about 2D6
facing the front of the building and overlooking hours to discover the journal’s disappearance.
the buildings across to the Palace. The drawers
are locked (CR 5%) and, assuming the PCs can The Chancellor returns to the Chancellery within
open it, contain the Chancellor’s personal diary one hour of the PCs’ entrance into his office. In
and other official papers. If the PCs take the the event the PCs are still within, they will get a
time to go through the items they have found, chance to make good their escape as Brother
they will find nothing incriminating. The Dieter meets the Chancellor in the street just
information contains notes of official meetings outside the Chancellery for a brief exchange of
and appointments with other members of the words. If need be, there is a back staircase that
Court. leads out of the building to the southwest street.

Before searching the office, the PCs might wish Should the PCs wait to try to ambush Johann
to position one of their number close to the Heinz in his office, they do not get the chance.
window in order to keep an eye out for the Before he could enter, the Chancellor is stopped
returning Chancellor. Things would get by his bewildered secretary and asked how he
awfully complicated should he return while the managed to depart his office without being seen.
PCs are ransacking his office. The Chancellor replies he had left well over an
hour before and mentioned it to Herr Krebs as he
Should a PC successfully pass a Search test, left. The Secretary states he saw Chancellor Heinz
they will find a wall safe (CR 25%) behind a return to his office an hour ago. As a result of this
picture of the Emperor on the wall to the right exchange – most of which the PCs can hear if they
of the window. If the PCs can gain access, they put an ear to the door – the Chancellor quickly
will find a locked journal (CR 20% and with retreats to get an armed guard detail (D6+2) to
Magic Lock cast upon it) containing coded enter his office and arrest anyone within. He then
passages. A PC with the Cryptography skill quickly departs for the safety of the Imperial
quickly realises they will need some time with Palace.
the book, probably more than the PCs have

Standard Chancellery Guard

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 42 39 4 3 8 41 2 30 38 29 42 33 31

Skills: Disarm, Dodge Blow, Secret Language-Battle, Strike Mighty Blow, Strike to Stun
Equipment: Sword, Mail Shirt (1 AP body) under surcoat with the coat of arms of the Chancellor’s
office, and Purse (1D6 GCs, 2D6 shillings and 3D6 pennies)

Breaking the Code PC gets three attempts, though each attempt


If the PCs were clever as well as lucky, they requires another roll to determine the additional
will have made it back to the relative safety hours of study.
of their townhouse with the Chancellor’s
secret and encrypted journal. A PC with the Should none of the PCs have the appropriate
Cryptography skill would need 1D6+4 hours skill or they have failed all three of their Int
of uninterrupted study in order to have a tests, their only option is to take the book to
chance (Int test) to crack the encryption. The Priestess Inga. Though there are few Mórrians

Empire at War
115
who have the skill, the Indagatrix Grandis The following handout consists of a few notable
sets up a meeting with Count von Walfen and entries in the journal. This should be given to any
hands over the book to him with the proviso PCs who have the Read/Write skill so they can
that he informs her of the essence of the attempt to break the code. The GM should only
book after his own men decipher it. Priestess allow those PCs with the Cryptography skill to
Inga will relay what she learned to the PCs, take the appropriate test. It is assumed that the
but it will take some days. PCs will not get a hold of this journal until after 2
Sommerzeit.

*****Handout #9*****

Geheimnistag!2510! !
soqd!qdi!lupqokc!ub!uan!jek!ok!qdi!ydanyd! 12!Sigmarzeit!2514!
qu!eppopq!qdi!kis!hiyqun!si!eni!now!in! qdi!heizin!op!jezi!ub!pqink!pqabb.!!pqohh!
lupoqouk!qu!xicok!qdi!cnezaeh!yunnalqouk! ku!pock!ub!yhekcip!qu!dop!linpuk.!!dop!
ub!qdi!heizin.!!qdi!qoji!ub!yhekcip!op! jokz!ekz!diehqd!deri!ziyhokiz!pokyi!si!
yujokc.! xicek!ezjokopqinokc!qdi!yukyuyqouk!xaq!
! di!oiijp!qu!deri!pqexohopiz!ok!qdi!hepq!
30!Pflugzeit!2512! qdnii!jukqdp.!!ukyi!di!uaqhorip!dop!
fapq!e!znul!ub!qdi!yunnalqokc! apibahhkipp!dop!zupeci!sohh!okyneipi.!
yukyuyqouk!ok!soki!dep!qdi!ziponiz!ibbiyq.!! !
qdi!kis!izoyq!op!yeapokc!juni! 21!Sigmarzeit!2514!
yukpqineqouk!qdek!si!deri!duliz.! kisp!ub!qdi!uaqxnieg!ub!sen!ok!qdi!iepq!
! nieydip!qdi!yoqv.!!oq!dep!xicak.!!qdi!qoji!
5!Jahrdrung!2513! ub!yhekcip!op!ehjupq!aluk!ap.!
sunz!dep!yuji!qdeq!qdi!ikijv!dep!ynapdiz! !
qdi!yihhp!ok!suhf!yoqv!ekz!jekv!jijxinp!eni! 29!Sigmarzeit!2514!
joppokc.!!qdi!cneiq!jaqequn!ukhv!nisenzp! itlhupouk!eq!ydanyd!gohhp!docd!lnoipq!
qdupi!soqd!qdi!jupq!yakkokc.! ub!qdi!eyynapiz!nihocouk.!!kuq!pani!shu!
! yujjoqiz!qdop!eyq!xaq!oq!ezrekyip!uan!
29!Pflugzeit!2513! lhekp.!
eqqijq!xv!ikijv!qu!niyukyohi!beohp.!!qdi! !
ikijv!qegip!ekuqdin!pqil!qu!sen.! 2!Sommerzeit!2514!
! qdi!pkorihhokc!ynusk!lnokyip!
22!Kaldzeit!2513! ziyheneqouk!ub!dop!okqikq!qu!qegi!qdi!
ku!pock!ub!yhekcip!uk!qdi!heizin!viq.!!di! qoqhi!ub!uan!qenciq!sep!akitliyqiz!ekz!
jev!viq!payyajx!xaq!akqoh!qdik!di!op!ub!api! aksihyujiz.!!si!eni!bunyiz!qu!yiepi!soqd!
qu!qdi!cneiq!yeapi.! qdi!phus!luopukokc!ub!qdi!heizin!akqoh!si!
! yek!ziqinjoki!uan!kitq!yuanpi.
!

Should the PCs be successful in determining or punctuation marks other than a period are
the cipher, they find that vowels are shifted by ignored. Dates remain unchanged so as not to
a factor of one to the right (thus, “a” becomes easily give away the encryption. The following
“e”) while consonants shift three to the left (“b” may help the GM:
becomes “x”). In addition, any capitalisations

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116
Letter Encrypt Letter Encrypt Letter Encrypt
A E J F S P
B X K G T Q
C Y L H U A
D Z M J V R
E I N K W S
F B O U X T
G C P L Y V
H D Q M Z W
I O R N

Once deciphered, the text reads thusly:

Geheimnistag 2510 12 Sigmarzeit 2514


With the posting of our man in the The Leader is made of sterner stuff. Still
Church to assist the new Lector, we are no sign of changes to his person. His
now in position to begin the gradual mind and health have declined since we
corruption of the Leader. The Time of began administering the concoction, but
Changes is coming. he seems to have stabilised in the last
three months. Once he outlives his
30 Pflugzeit 2512 usefulness, his dosage will increase.
Just a drop of the corrupting concoction
in wine has the desired effect. The new 21 Sigmarzeit 2514
Edict is causing more consternation than News of the outbreak of war in the east
we have hoped. reaches the city. It has begun. The Time
of Changes is almost upon us.
5 Jahrdrung 2513
Word has come that the Enemy has 29 Sigmarzeit 2514
crushed the cells in Wolf City and many Explosion at Church kills High Priest of
members are missing. The Great the accursed religion. Not sure who
Mutator only rewards those with the committed this act, but it advances our
most cunning. plans.

29 Pflugzeit 2513 2 Sommerzeit 2514


Attempt by Enemy to reconcile fails. The snivelling Crown Prince’s declaration
The Enemy takes another step to war. of his intent to take the title of our target
was unexpected and unwelcome. We are
22 Kaldzeit 2513 forced to cease with the slow poisoning of
No sign of a change on the Leader yet. the Leader until we can determine our
He may yet succumb, but until then he is next course.
of use to the Great Cause.

From the text, it should be easy to figure out If the PCs also have the message sent by the
that the Chancellor is behind a plot to corrupt Chancellor to Brother Dieter, they can compare
the Emperor. The problem is that there is no the writing style and see some similarities.
proof that the locked journal is his, though the
active Magic Lock spell and last entry indicates The PCs will need to get more proof in order to tie
that the journal has been fairly recently opened. the Chancellor and Brother Dieter to the
There is no name in the book and the block conspiracy. Even Priestess Inga will point this out
printing partially disguises the writer’s identity. to them.

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117
Late Night Visit
Should the PCs find themselves at a point Once inside, the PCs might ask why he would
where they have no idea where to go next, the seek to talk to them, if they did not approach him
GM can help by bringing in a character from earlier themselves. In this case, Doktor
the very beginning of The Enemy Within Fassbinder tells them he has learned of their
campaign: Doktor Quintus Fassbinder from the investigation (through a contact in the Graukappen
University of Altdorf. Alternatively, they may that he will never divulge), which coincides with
have approached his office at the University, his own. In the event the PCs did go look for him
which will prompt this visit as well. at the University, he will just state his identity. He
is hoping perhaps they can mutually benefit from
Doktor Fassbinder is a scholar whose research one another. To this end, Fassbinder suggests they
into hidden cults had brought the Purple Hand continue their discussion in one of the upstairs
to his attention over two years ago. He assisted rooms, preferably the one in the back since it is
Adolphus Kuftsos’ failed quest to bring the harder for those lurking in the darkness outside to
Magister Impedimentae, Kastor Lieberung, to get a good view.
justice. Since the Bounty Hunter’s death and
the subsequent odd behaviour by the object of As a show of good faith, Fassbinder introduces
the hunt, Doktor Fassbinder has gathered himself if necessary and reveals his role in
enough information to conclude that following assisting Adolphus Kuftsos two years in the past
the activities of Herr Lieberung would lead him (Shadows Over Bögenhafen, page 40). If the PC
away from the Purple Hand. He has since who resembles Kastor Lieberung is still among the
redirected his investigations. group, Fassbinder turns to him and apologises for
having mistaken him for one of the Purple Hand
By the time the PCs return to Altdorf (or arrive, leaders. The Doktor states it was only his
if no PC from the earlier parts of TEW reflections upon the PC’s behaviour since then that
survived), Doktor Fassbinder has reached the led to realise the PC must be a different person.
conclusion that the Purple Hand has infiltrated
the Chancellery and Church of Sigmar. He Fassbinder is willing to start if the PCs agree to
doesn’t know who the agents are, but his views alternatively exchange information with him. The
are supported by the fact that only the scholar is willing to divulge the following bits of
Chancellor and Court Lector have been information and reasoned speculations:
rumoured to have access to the Emperor.
!" The decline of Emperor Karl-Franz’ health is
The activities of the PCs have also come to unnatural. Outwardly, the Emperor has aged
Fassbinder’s notice, though he will not let the about 20 years in the last two.
PCs know how this came to pass – the good !" Court physicians and wizards have been
Doktor uses informants, some of dubious unable to ascertain the cause of the Emperor’s
character. Masquerading as a physician, illness.
Fassbinder comes to the PCs’ townhouse late one
night on the pretence to see an ailing individual. !" Given the inability of the two groups to
When the PCs answer his knock, the 50ish, thinly uncover the nature of the ailment, the Doktor
built Doktor passes them a card while in a clear believes – without any proof – that a pinch of
voice stating he has been summoned to see a Warpdust might be involved. Its chaotic
person suffering from an uncertain ailment. If the nature might allow it to go undetected by even
PCs look at the card, they see: a Detect Magic spell.
*****Handout #10***** !" He suspects that the Purple Hand has
infiltrated the Chancellery and Church of
I have some important information to discuss Sigmar, though he has no direct proof of their
with you. Please play along as we are being identities.
watched.

Empire at War
Nuñez, Adler, Eccles, Foody 118
!" Only the Chancellor, Court Lector and – he rare here in the capital.” He smiles and continues,
assumes – their aides have had recent “Your arrival has certainly been well timed. I
access to the Emperor. wish you good hunting for the beasts amongst us,”
after which he turns to leave. If the PCs inquire as
!" Other advisors of the Emperor have not to whether Fassbinder needs an escort back to his
been able to meet privately with Karl-Franz residence, the Doktor smiles and replies he will be
since over one month prior to the death of fine as no one sees a 50ish scholar as a threat, not
the Grand Theogonist. even crazed Chaos cultists. He then tells the PCs
!" In addition, the Purple Hand also that there comes a time for bold action. “The time
infiltrated the cult of Ulric and one will present itself,” Fassbinder says, “and then you
individual, Reinhardt von Kutenholz, must seize the opportunity to do something
managed to penetrate the Sons of Ulric. unexpected.” With that the Doktor leaves.
!" The 12 Hexenstag had not been infiltrated Abduction
as such, but the alleged Brother Karl is On the morning of 6 Sommerzeit, word reaches
likely to have been a member. the Imperial capital about the defeat of the Altdorf
!" The move by the Crown Prince to take over army across the Reik from the Furdiest and the
for the ailing Emperor likely took the death of Reikmarshall von Bock. Panic spreads
Purple Hand unawares. across the city since many believe nothing is left
to block the victorious Middenlanders from racing
!" It is rather likely that the Purple Hand has to sack Altdorf. No one knows Reikskapitän Kurt
someone on the Crown Prince’s staff, Helborg has managed to pull back the defeated
though they may not be working in concert Altdorf army in good order.
with other Purple Hand leaders.
!" If asked about Günther Kohl, Fassbinder As with any panic situation, mobs gather
will respond that Kohl was suspected of demanding unreasonable answers to difficult
affiliation with the Purple Hand but questions. This eventually leads to rioting and
disappeared sometime around 2507 or looting. With forces spread thin, the authorities of
2508, possibly in connection with an the city are unable to quell the unrest. Their first
internal feud of the Altdorf cell. priority is to protect the important personages in
the city and the wealthier neighbourhoods.
Several districts east of the Reik depend on private
Should the PCs ask why the Doktor is willing militias to try to keep order.
to risk himself to help them, Fassbinder smiles
and replies that – as corny as it sounds – he With the situation on the streets in disarray, the
does not wish the Empire to fall into Chaos. PCs should conclude that this is an opportunity to
“This is a great nation,” he explains. “Those make a bold step. To help them along in their
who seek its destruction should meet that same endeavour, a note mysteriously appears under the
fate.” From Fassbinder’s view, the PCs seem to door to their townhouse. It was slipped under
be open to information, no matter the source, approximately three hours before dawn and states:
that would help them with their effort. Many
other groups would prefer to dismiss *****Handout #11*****
information from an old scholar.
Brother Dieter, aide to the Court Lector, is
As the meeting comes to an end, Doktor
Fassbinder warns the PCs to tread carefully as a man with secrets. He lives near the Pious
contacts of his, including a small number of the Pilgrim Boarding House in the Domplast
Empire’s finest spies, have disappeared District and scurries to the Imperial Palace
recently – some of them turning up dead in the around noon. He may be your key.
Reik. “Indeed,” Fassbinder says, “opponents of
the cultists of chaos are getting increasingly

Empire at War
Nuñez, Adler, Eccles, Foody 119
Though there is no way for the PCs to know would at this time) that the man must be
this, the information is being passed to them questioned about “rumoured” necromantic
by one of Count von Walfen’s men (in fact, activities in the Great Forest. Allow the PCs a
Simon Helmholtz, who has been recently reasonable chance if they can find some other
updated on the PCs’ activities though he will creative way to pull this off. Should they fail to
not admit to any such thing). This plan, the GM should make this endeavour
information may confirm the PCs’ suspicions, proportionately difficult.
or arouse their concerns that their
investigations have been compromised. In the Only the occasional Watch patrol would stop the
event the PCs search the area across the street PCs as they escort Brother Dieter to a place of
from where the Purple Hand cultists have questioning and they can be easily persuaded by
been observing the townhouse at night, they the PCs’ official position with the cult of Mórr
will find some blood on the ground, which (assuming the PCs don’t panic). Given the time
streaks away as if the still bleeding body was for planning is likely to be short, the PCs have
dragged away. Following these marks leads no choice other than the cellar of their
the PCs to a sewer grate where the corpse was townhouse. There is a chance (20%) that a
tossed. The blood is sticky and almost dry member of the Purple Hand will observe the PCs
having been spilt just before the message was enter their premises with the captive should they
delivered. Should the PCs open the grate and return straightaway. This will increase by 5%
look down with a lantern, they will see a dead per hour after mid-afternoon should the PCs
man with a slit throat lying in the sewer as if dally elsewhere. By evening, Chancellor Heinz
dropped from above. realises Brother Dieter is missing and starts
considering drastic action to rectify the situation.
Should the PCs decide
to abduct Brother The PCs face a dilemma: how to effectively
Dieter in order to break Brother Dieter without killing him? If any
make inquiries of him of the PCs has experience as a Torturer, they
in private, the know of several non-lethal manners of coercing
upheaval of the day information, though these methods do take time
will provide them with to become effective. PCs without this type of
the best cover. The experience may stumble on such methods if they
priest makes his way think on it. [GM Note: Allow the PCs to discuss
without any escort at some length before allowing them an Int test
since many would to help them through this]. Since the PCs would
only see him as a reasonably expect Brother Dieter to be able to
lowly priest. If the cast spells, they should know through experience
PCs make the same they should keep him tied, gagged and hooded.
mistake, they may find
their assumptions Of all the non-lethal forms of torture, sensory
blow back at them. deprivation is one of the best approaches. If the
PCs succeeded in preventing Brother Dieter from
The PCs should try to get themselves in seeing their identities when they kidnapped him,
position well before Brother Dieter leaves his the Purple Hand cultist is already experiencing
residence. The plan must be swiftly carried fear. He has no idea how he was uncovered or
out and afford the target no opportunity to by whom. Several covert organisations will
react, much less scream out for help. Given come to his mind, none of which are known for
their warrant as agents of Mórr, the simplest their subtleties or restraint from doing violence
method is to come up from behind the priest, upon a captive.
quickly place a bag over his head and muffle
him with a gag, and then lead him away If the PCs approach Dieter too soon, he will be
claiming to anyone seeking to intervene (few defiant, demanding in the name of Sigmar to be

Empire at War
Nuñez, Adler, Eccles, Foody 120
released. Should the PCs wait three or more One option may be to strip Dieter of his
hours before attempting to question the clothing. The PCs might try this to expose
captive, Dieter will become more pleading Dieter’s purple hand tattoo, which is located
than demanding with his request to go free (- under his left armpit. Instead, the PCs get a
5 modifier to Dieter’s WP). Letting the bonus: they will find purple scales on Dieter
captive sit alone with his fears for over six Kucinich’s back, Tzeentch’s gift for the cultist’s
hours makes him more frightened by his loyal service. The exposure of his mutation
unknown fate. The PCs find their captive’s Dieter to the edge of confession (Cl-30 test to
resolve much weaker at this point (WP-10), continue his defiance). If he is still not broken
though he is still unlikely to confess to any at this stage, the slow removal of his scales
charge the PCs put forth. would cause Dieter enough pain that it only
takes the removal of ten to finally break him
The PCs could help themselves if they make down.
their presence known before Dieter falls
asleep, especially if they keep their silence. Once broken, Dieter tells the following, mixing
This increases the captive’s anxiety and can truth with lies in the hope of being freed, as
work wonders on his determination if well as to create doubt in the PCs’ minds:
coupled with the PCs nudging him awake
over the course of the next few hours (WP- !" He is a member of the cult of the Purple
20). The PCs might want to start their Hand and serves a high-ranking member of
questioning at this time. As the hours roll by, the Church of Sigmar, the late Yorri XV.
the GM might elect to add whatever other !" He was involved with using a
modifiers they feel necessary to the PCs’ Ld pharmaceutical substance to bend the
tests. Emperor to the will of the Grand
Theogonist.
Of course, PCs with the Torture skill might
opt for a course of action that would bring !" The death of the Grand Theogonist caused
quicker results. Blankets or draperies should other leaders of the Purple Hand to re-
be hung near the door of the cellar to help evaluate their plans and goals.
muffle the noise so as not to disturb the !" The drugging of the Emperor continued until
neighbours. Any nearby rioting or other loud the arrival of the Crown Prince, who has
noises would certainly have the effect of also come to join the Purple Hand.
drowning out any of Dieter’s screams if
timed correctly. The trick is not to allow If the PCs asked Dieter to sign a document
Dieter to die as this may complicate the PCs’ detailing his confession, the Purple Hand cultist
relationship with the cult of Mórr. willingly agrees, perhaps too eagerly. PCs with
the Torture skill may make an Int test (other
Dieter will try to mislead the PCs into PCs with a –30 modifier) to determine Dieter’s
believing that other groups, such as the will isn’t so broken that he would not lie at this
Graukappen (Count von Walfen’s spy stage.
organisation) and the Schattenaugen (Graf
Otto von Bitternach’s men), are behind the Should the PCs bring forth proof of the
Emperor’s declining health. Aggressive Chancellor’s involvement, have them make an
questioning and pressure (think good cop, Observe test (+10 for Lightning Reflexes) to
bad cop techniques) cause the Dieter to catch the look of surprise on Dieter’s face before
stumble over the inconsistencies of his story, the false Sigmarite priest can regain what is left
revealing its falsehoods. This gives the PCs of his composure. The PCs can then use this
the tools they need to further break down reaction to finally crack Dieter (WP-30, another
Dieter’s will. –10 if questioner has Torture skill) into
confessing all he knows.

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121
Dieter Kucinich, High-Ranking member of the Purple Hand, Level 2 Daemonologist
The outwardly very affable Dieter Kucinich made rapid progress in his studies of theology and
was consecrated a priest within a year. Skilfully, Kucinich was able to earn the trust of his patrons
and soon found himself promoted over several more senior members of the clergy to positions of
responsibility. In the year 2510, Kucinich became the principal aide of the Emperor’s new Court
Lector, Lothar von Metternich.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 42 38 4 4 10 55 1 44 46 58 47 45 36
Skills: Arcane Languages (Daemonology and Magick), Astronomy, Cast Spells (Petty, Battle
1&2, Daemonic 1&2), Daemon Lore, Evaluate, Herb Lore, History, Identify Plants,
Identify Undead, Magic Sense, Magical Awareness, Meditation, Read/Write (Reikspiel),
Rune Lore, Scroll Lore, Secret Language-Classical, Secret Language-Guilder (Purple
Hand Cult), Theology
Magic Points: 25
Spells: Petty: Cunning Hands, Curse, Magic Alarm. Magic Lock, Mend, Open, Sleep, Stealth
1st: [Battle] Cure Light Injury, Fleetfoot, Steal Mind; [Daemonic] Dispel Lesser Daemon,
Summon Daemonic Creature
2nd: [Battle] Aura of Protection, Mental Duel, Steal Magical Power; [Daemonic] Stop
Daemonic Instability, Summon Lesser Daemons
Disabilities: Disfigurement (Purple Scaly Back), Insanity (5 pts)
Equipment: Priestly robes (Order of the Torch), Medallion of a Hammer, Dagger (S-2, I+10,
Parry –10), and Purse (8 GC, 15 shillings, 10 pennies)

Whether or not the PCs kidnap Dieter, the interrogation of Dieter at a crucial moment. Any
Chancellor makes his own bold move for the PC on watch will easily notice the gang of nine
night of 6 Sommerzeit. As he knows of the approaching the townhouse. If the PC also
PCs’ investigative activities by this time, passes an Observe test (+10 for Excellent Vision,
Johann Heinz sends a group of cultists along +10 for Night Vision), bottles with pieces of long
with the anarchist, Oskar Forssmann, to cloth stopping the tops are noticed in the hands
firebomb the PCs townhouse and burn them of the nine. The PC has two rounds to shout a
all to the ground. Unbeknownst to the cultists, warning before the first of these bottles are
Johann Heinz also hires an assassin to murder lighted and hurled at the front windows and door.
one of the PCs, preferably the one who
resembles Kastor Lieberung. In case that Incendiaries burst into flame 50% of the time
character is not available, then the targeted PC and cause 2D4 points of damage per round. The
will be the one whom the Chancellor believes burning oil sticks to skin, clothing, and anything
is the group’s leader. it spills on. This type of fire is hard to put out.
Such damage can be reduced by beating (1 point
If the PCs did kidnap Dieter, Johann Heinz per round for each character) or dowsing with
also assumes they are likely behind his ally’s water (1 point per bucket). Only reducing the
disappearance. damage to zero in a given round puts out the fire.
Once the damage in a round reaches 16, the fire
The attack on the townhouse begins around is out of control.
midnight and may interrupt the PCs’

Empire at War
122
There is no attempt to rescue Dieter Kucinich. out the windows or back door. Whether they take
As far as Chancellor Heinz is concerned, if the Dieter or not is up to them. If they do not, he
PCs have Dieter in their townhouse, then he will burn up with the townhouse. If they take
can die with his captors. Once the house is him with them, the PCs will have to find a place
clearly on fire, the arsonists flee. Meanwhile, to stash Dieter until they can contact Priestess
the assassin waits for the targets of choice to Inga. The abandoned sewer ends at a ladder
appear. If these do not appear in a round or which leads to a concealed door emptying onto
two, Anika fires her crossbow (the tip of the an alley near Hengt's Book Shoppe [location 56].
bolt coated with one dose of deadly snake
poison) at any target of opportunity that The PCs may use the fire as a motivation for
presents itself. She withdraws once the Watch Dieter to give them a reason to rescue him from a
and others arrive to put out the fire. fiery doom. If they have not learned what Dieter
knows when the fire started, he will tell them all
If the PCs know of the secret door to a section they want to know if they agree to get him out of
of abandoned sewers, they can use this as an the burning building. Of course, the PCs are
escape from the townhouse instead of fleeing under no obligation to keep their word.

Oskar Forssmann, Anarchist and Fire Bug


Oskar is an anarchist who is clearly insane. Once he starts a fire, Oskar needs to make a WP test
to withdraw to a safe location to watch his accomplishment. If he fails, Oskar stays rooted in
place and watches until someone in authority calls out to him. At that point, Oskar flees in hope
of escaping arrest.
M WS BS S T W I A Dex Ld Int Cl WP Fel
5* 42 45 4 3 8 43 1 32 30 29 35 34 28
Skills: Concealment-Urban, Fleet-Footed*, Silent Move-Urban, Specialist Weapon-Incendiary,
Strike to Stun
Equipment: Sword, Leather Jack (0/1AP Body), 3 Incendiaries (R 2/6/10, ES Fire), Tinderbox
Insanity: Pyromania

Anika Heisenberg, Assassin for Hire


Anika is a depraved person who enjoys killing. She is a freelancer who will take any job unless
too risky (such as killing a prominent noble or cleric in front of witnesses). Those seeking to hire
her can leave word at the Holy Hammer of Sigmar.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 65 66 4 5 13 63 4 62 50 56 55 54 50
Skills: Concealment-Rural, Concealment-Urban, Disguise, Follow Trail, Marksmanship
(Crossbow), Prepare Poison, Scale Sheer Surface, Shadowing, Silent Move Rural, Silent
Move Urban, Specialist Weapon- Fist, Specialist Weapon- Lasso, Specialist Weapon- Net,
Specialist Weapon- Parrying, Specialist Weapon- Throwing Knife, Strike Mighty Blow
Equipment: Sword, Mail Shirt (1AP body) under black tunic, Crossbow (R 32/64/300, ES4, 1 rd
to load, 1 rd to fire) with ammunition, 4 Throwing Knives (R 4/8/20, ES C), Garrotte,
Grappling Hook and 10 yards of rope, Five Dosages of Poisonous Paste (Snake
Poison, WFRP, page 82)

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123
Standard Purple Hand Cultist with Incendiary
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 35 20 3 3 7 40 1 35 30 30 25 30 20

Skills: Concealment-Urban, Disguise, Dodge Blow, Follow Trail, Read/Write (Reikspiel), Secret
Language-Guilder (Purple Hand Cult), Shadowing, Silent Move Urban
Equipment: Hand Weapon (Sword or Club), Leather Jack (0/1AP Body), 1 Incendiary (carried for
anarchist), Clothing with some purple colour, and Purse (3 GCs, 10 shillings, 22
pennies)

Another Murder or Two place. The initiate then turns to lead the PCs to
After the assault on their townhouse, the PCs her.
are likely to be without a base of operations,
even if they saved the townhouse from When the PCs arrive, Priestess Inga quietly
destruction. The incident with the instructs the accompanying initiate to lead the
incendiaries demonstrates that the PCs’ efforts captive to her “Inquiry Chambers” with two
are making certain people nervous. With few other Brothers in assistance in order to secure
allies in town, the PCs are probably going to her new “guest” in the manner of past “visitors”.
make their way to the Temple of Mórr to Once Dieter is led away, the Priestess’ attentions
consult with Priestess Inga. are turned towards the PCs so they can relate all
that has happened since they last spoke.
If the PCs are without Dieter, they can get to
the Temple without too much difficulty. If By the time the PCs have finished, Priestess
they have Kucinich, the PCs are going to have Inga’s mind is racing. She will tell the PCs they
to take a more circuitous and slower route. will have to stay somewhere else since it is too
There may be people looking for the missing risky to stay at the Temple. The Priestess
“priest,” especially those members of the suggests the PCs stay with the Chapel at
Church of Sigmar concerned about their own. Morrwies until she can make further
Should the PCs have not bound, gagged, and arrangements. She will also advise them to stay
hooded their captive; they may be in for a out of sight for a day in order to let things cool
surprise in the event Dieter decides to escape. off. Priestess Inga concludes with a wily smith
that if nothing else, it may give the enemy a false
No matter what time they arrive, the PCs will sense of security which could work to their
find the doors of the Temple opened. Any benefit.
follower of Mórr or PC with the Theology
skill knows this is quite normal for any The authorities in Altdorf work the entire day of
sanctuary of Mórr. Whether Dieter is in their 7 Sommerzeit to calm the agitated populace. If
custody or not, the PCs must request the the PCs have holed up in the Morrwies district,
initiate on duty to inform Priestess Inga of they will know of none of this since the Crown
their unannounced arrival. Within a few Prince’s authority has not reached the nearby
minutes, the initiate returns and – in the case areas of the Imperial capital.
of Dieter’s presence – asks if the PCs have
stopped up the ears of their “guest.” If they Instead of waiting for things to settle down, the
admit to not doing so, the initiate puts a heavy PCs might decide to pay Doktor Fassbinder a
robe over Dieter’s head (even if there is a bag visit at the University of Altdorf. They may
already in place) before informing the PCs the reason that he could have learned about the
Priestess is ready to receive them in the usual attack on their townhouse and worked to uncover
the identity of the perpetrators. Though there is

Empire at War
124
still tension in the streets, the people milling shot and the fact that the assassin was standing
around seem calmer than the day before. If when he was killed. Fassbinder intended that the
the PCs ask about, they learn there is some dead man would be mistaken for him.
relief that the Middenlanders are not already
surrounding the city walls. By the time the Once the man was killed, the Doktor staged the
PCs have reached the Königplatz, there is a murder scene to look like the killer was crazed.
rumour circulating that sizeable reinforcements He used some of the paper to clean off the soles of
from Bögenhafen have joined Reikskapitän his boots and stuffed these in with other bloody
Kurt Helborg down the Reik from Rottefach. items. He then travelled down the passage behind
the secret door to the sewers. Fassbinder knew the
If the chapel of Ulric had been burned down sludge would clean the gore from his boots as
days before, its ruins are still evident. No one effectively as scouring them with soap and water.
has made an effort to rebuild on the charred PCs making a successful Search test can find a
remains. If the PCs have not been at partial bloody boot print that leads towards the
Fassbinder’s office already, they will have to secret door. Fassbinder was somewhat in a hurry
ask around for directions as described in Word to escape in case someone heard the noise and
of the Wise above. Once they reach the closed came to investigate. A loose brick near the secret
door in the dimly lit basement Hall of the door (on its left) conceals the catch on this side of
College of Imperial History, the PCs are the door. Should the PCs enter the passage with a
allowed an Observe test to notice a dark lantern or torch, they will notice tracks leading to
coloured fluid beneath the door with Doktor the sewers. The tracks end at the ledge and there’s
Fassbinder’s name on it. Closer inspection no telling whether the person making the tracks
reveals that the sticky fluid is mostly dried went right or left in the muck.
blood. The PCs might wisely exercise caution
here and try the doorknob carefully. The door At noon on 8 Sommerzeit, the bells at the
is not locked, so the PCs should be able to enter Cathedral of Sigmar ring out. Town criers
without difficulty. announce in the squares and markets around the
Imperial capital that Reikskapitän Kurt Helborg
The office is in complete disarray with a defeated the army of Middenland in a battle
mutilated corpse in the middle of the floor. downriver from the village of Rottefach. In the
What was once human is now a bloody mess. name of the Emperor and his appreciation of this
The face is utterly destroyed as if a pistol was valiant deed, Kurt Helborg has been elevated to
placed under its nose and discharged. The the post of Reikmarshall and the entire Reikland
torso has been cut opened from stem to stern army has been placed under his command. The
with the lungs and intestines pulled out. The criers conclude the proclamation with “May
top of the head is sheared off and long strips of Sigmar give the Reikmarshall the strength to send
the arms and legs are cut. The corpse has no the cowardly Middenlanders back to their lands.”
clothes on it. The murder of Doktor Fassbinder
looks like the work of either a deranged The mood of the city remains celebratory for the
individual or a crudely ritualistic one. rest of the day. Rumours circulate that the Crown
Prince plans a ball at the Imperial Palace in order
Though the PCs will conclude the corpse is to meet the high society of Altdorf. By late
Fassbinder, the fact is the good Doktor knew afternoon, Priestess Inga sends word to the PCs to
someone would be hired to kill him after he meet her at the Temple at sunset.
visited the PCs. The scholar had his flared
pistol ready with shot when the assailant When the PCs arrive, they are ushered quickly to
slipped into Fassbinder’s office to murder him. Indagatrix Grandis. She greets the PCs and asks
Instead, the assassin became the victim as them to take a seat. Priestess Inga tells the PCs
Fassbinder came out from behind a secret door she has met with Count von Walfen to discuss the
and surprised the would-be killer. Splatter changing situation at the Imperial Palace. She
marks on the ceiling shows the angle of the tells the PCs:

Empire at War
125
!" The Emperor’s Court has been restricted to stabbed to death by daggers and most of the skin
certain parts of the Palace. on his back had been largely sliced off. While she
watched the body prepared for burial, Priestess
!" None of the Emperor’s advisors have been Inga noticed what looked like three purple scales
allowed to meet with the Crown Prince. located near where he was skinned. She
!" Both Chancellor and Court Lector have concluded he must have been a mutant. This bit of
demanded an audience, but were turned information has not yet been shared with the
down. Church.
!" Access to the Emperor has also been Moreover, Priestess Inga informs the PCs that the
limited to the Crown Prince and his cult has arranged lodging for them at the Imperial
advisors. [location 24] in the Oberhausen district. Since the
!" The Crown Prince is having a ball this inn services a higher clientele than the
night to celebrate the victory over the neighbourhood where they had their townhouse,
Middenland forces. Priestess Inga expects the PCs to be on their best
behaviour. She even smiles when she tells them
!" No doubt Crown Prince Wolfgang wants to they are not to bring any unexpected visitors into
demonstrate to Altdorf’s nobility that he has their rooms.
now usurped the Emperor’s title as Grand
Prince. Meanwhile, the increasingly desperate Chancellor
is hatching his own schemes. If Dieter Kucinich
The PCs might ask for any information on has not been kidnapped by the PCs or somehow
Brother Karl assuming they reported what they escaped, Johann Heinz has decided that the fake
have learned on the man earlier. If so, the Priest has outlived his usefulness. Besides, he
Priestess tells them the man – whoever he is – reasons, there should only be one person reaping
remains a mystery. Though she does not doubt the rewards the Great Mutator is likely to bestow.
what the PCs have reported, Princess Inga says
such a Sigmarite priest from Middenheim could In addition to this effort, the Chancellor needs to
not be located. There was a small contingent remind the Sigmarites that their real enemy
from the City of the White Wolf, but none were remains the Ulricans. Johann feels the focus on
members of the Crimsonite Fraternity and no the religious strife may be slipping a bit with the
one was named Karl. The only thing Priestess victory against the Middenlanders, so he redirects
Inga could conclude was whoever an assassination plot from the enfeebled Emperor
impersonated a Sigmarite priest was very to his clearly ambitious heir. A strike against the
familiar with some of the deeper aspects of the usurper by an apparently deranged follower of the
Church. Wolf God should be the tonic for the exuberance
overcoming Altdorf. After all, there are a few
In the event the PCs have turned over a assassins within the ranks of the Purple Hand who
captured Brother Dieter, the Priestess has are willing to give up their lives to advance the
nothing new to report unless the PCs’ attempt schemes of Tzeentch.
did not reveal much information. Should the
PCs not have learned much, Priestess Inga fills Just before midnight, the assassin makes his move.
in the blanks for them. She also tells the PCs Dressed as an Imperial Guard, the killer slits the
Count von Walfen had a session with the fake throat of the knight on duty with him at one of the
Sigmarite priest, but will/can not reveal what lesser-used entry doors outside the ballroom.
he was told. Knowing the relief detail would not appear for
another two hours, the assassin makes his way
If the PCs did not kidnap and interrogate Dieter inside and proceeds slowly towards the Crown
Kucinich, the Priestess Inga informs the PCs Prince. Once in position behind Wolfgang, the
the body of Brother Kucinich was found assassin screams out “Hail to the Wolf, death to
floating in the Reik near the docks. He was the Sigmarites” and stabs at the spinning Crown

Empire at War
126
Prince. The graceless Wolfgang slips from his Priestess Inga at the Chapel of Mórr in Morrwies.
quick turn and, thus, saves his own life. The The message is short and to the point; it should
assassin’s blade deeply cuts the Crown Prince’s give the PCs the impression something is amiss.
left arm, but the wound is not fatal. The crowd
panics and the assassin kills two more people When the PCs arrive at the chapel, they see two
seeking to intervene and save Wolfgang. By knights wearing black armour with a device of an
that time Captain Erwin von Mühlerberg has attacking raven standing attention at the entry.
rushed to protect the Crown Prince. Realising One of the Raven Knights informs the PCs to state
he has failed to kill his target, the assassin their name and business before they can be
unstops a small tube and drinks down the admitted. Once the PCs have complied with the
deadly poison (Nightshade if one needs to request, they are informed the Indagatrix Grandis
know). Before the fatal dosage ends his life, awaits them in the Preparation Room at the bottom
the assassin calls out again “Hail the Wolf!” of the stairs.
He then drops to the floor dead.
As they enter the room, the PCs see Priestess Inga
Although the Crown Prince survived, the in her full regalia as Grand Inquisitor of the cult of
assassin’s attempt achieved its goal. The Mórr and Raven Knight. Priests Philipp and
celebratory mood that victory over Middenland Albert bow their heads to the Priestess – as well as
brought to the Imperial capital, however the PCs – before ascending the stairs to the chapel
premature, was broken and the hatred of the above. If the PCs start to ask questions, Priestess
Ulricans reinvigorated. The shaken and Inga holds up her hand to silence them. When she
angered Crown Prince Wolfgang Holswig- is satisfied no one else is in earshot, she motions
Abenauer will no longer tolerate Ulricans in the the PCs closer to her.
city or anyone else he sees as his enemy.
The Priestess tells the PCs, “The situation in
Crush the Wolf Worshippers Altdorf is teetering on the brink of disaster.
On the following morning, 9 Sommerzeit, word Crown Prince Wolfgang Holswig-Abenauer is not
of the assassination attempt on Wolfgang ready to succeed his uncle. The attempt on his life
Holswig-Abenauer’s life spreads throughout has unnerved the Crown Prince and I fear many
the city like wildfire. On the heels of the innocents will die before he is satisfied that his
rumours, town criers read the new enemies – real or imagined – are vanquished.
proclamation, which declares Ulrican Consistent with this view, I’ve learned through a
worshippers and their sympathisers as enemies reliable source that the Crown Prince Wolfgang
of the state. The proclamation goes further by has suspended all covert activities against
claiming that lists of names are being drawn up ‘imagined’ enemies of the Empire – such as those
for arrest warrants apprehending and you’ve encountered – and redirected them to root
imprisoning all suspects. In conjunction with out Ulrican heretics and sympathisers. I believe
this act, a dusk to dawn curfew will he will include those close to the Emperor, even
immediately be enforced and all gates will be individuals who have had no access to Emperor
closed so those responsible for the heinous act Karl-Franz for months. Of even greater concern is
will not escape the Emperor’s justice. the potential of harm coming to the Emperor
during the purge that is certain to take place.
In anticipation of the planned arrests, labourers
are quickly constructing gallows in the “At this moment, plans are being drawn up that
Kaiserplatz, Königplatz, and Reikmarkt. The involve your active participation. I cannot go into
atmosphere is tense in the Imperial capital since any details now since I have no idea of what these
no one is certain whose names will be on are. Once I have been given the details, you will
Wolfgang’s lists. be informed immediately. It will most likely be by
written correspondence without signature or a
A courier arrives at the Imperial mid-morning stamp on the sealing wax. I have little doubt you
with an urgent message for the PCs to meet will be acting on your own and the task will be

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127
very dangerous. Keep to yourselves this night duties. If the PCs are still in the room below,
and take care that you are not followed to the Priest Philipp will advise them there is work to be
Imperial. We do not want whoever burned the done and requests they please depart.
townhouse to try again at your current
lodgings. The PCs have much to ponder. If the PCs head
straight back to the Imperial across the Mourners’
“I doubt if we will meet again. So, let me Bridge and stay put until contacted, they will
express my gratitude to all of you for your past escape the notice of those wishing them ill.
efforts on behalf of the Empire. I know words Should the PCs decide to wander about the city
are of little comfort to you after all your risk before returning to the Imperial, there is a
and sacrifice. May Mórr and Sigmar watch cumulative 5% chance per hour that the PCs will
over you and grant you whatever rewards you be spotted by Purple Hand cultists. The cultists
have earned. Now I must bid you farewell. I have been given the description of the PCs by
have a feeling the Crown Prince’s men will their superiors and know a rich reward awaits
soon visit me. Wait fifteen minutes or so after those who can kill a PC, particularly the one
my departure before doing likewise, in case this resembling Kastor Lieberung.
chapel is being watched.” With this, Priestess
Inga bows her head and then departs up the The PCs will have to find a way to deal with this
stairs. group before they reach the Imperial. Luckily,
there are many dark and dangerous alleyways in
The Mórrian priests above will wait for about Altdorf. All the PCs have to do is make sure that
twenty minutes before they return to their their action is quick and fatal.

Standard Purple Hand Cultist


M WS BS S T W I A Dex Ld Int Cl WP Fel
4 35 20 3 3 7 40 1 35 30 30 25 30 20

Skills: Concealment-Urban, Disguise, Dodge Blow, Follow Trail, Read/Write (Reikspiel), Secret
Language-Guilder (Purple Hand Cult), Shadowing, Silent Move Urban
Equipment: Hand Weapon (Sword or Club), Leather Jack (0/1AP Body), 1 Incendiary (carried for
anarchist), Clothing with some purple colour, and Purse (3 GCs, 10 shillings, 22
pennies)

Desperate Acts the PC closest to him the man who came in


Late in the evening of 9 Sommerzeit, a man awaits them in room 3 upstairs. He suggests
in a hooded black cloak enters the common they drink some of the ale first so as not to
room of the Imperial. He walks to the bar arouse suspicions of anyone in the common
and signals the innkeeper to come to him. room. Amschel means the discreet advice as a
The men exchanges quiet words and several courtesy and not because he knows something is
coins pass from the stranger to the innkeeper. going to occur.
The man then takes a key and ascends the
nearby stairs. If the PCs are in their private rooms, Amschel
approaches the one closest to the stairs and
If the PCs are in the common room, the carefully knocks on the door. When the door is
innkeeper, Amschel Lenard, walks over to the opened, he tells the PC that a man in Room 3
PCs with several pints of ale. As he passes wishes to speak to the PCs. Amschel then departs
the tankards to them, Amschel quietly tells waving off any inquiries about the man or the

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matter about which he wishes to speak to the If the PCs are concerned about being kept in the
PCs. Amschel doesn’t know the answers and dark, this is intentional. Priestess Inga sent the
does not presume to intrude on his guests’ unsigned message after her meeting with Count
business. von Walfen. Once the Crown Prince arrived in
Altdorf, Count von Walfen began to work on
The PCs may be concerned that one of their contingencies to rescue the Emperor from a life-
enemies have come to challenge them. The threatening situation. As cousin to both the
man waiting to meet the PCs is Priest Philipp Emperor and Crown Prince, von Walfen has
who is dressed in the attire of a townsman and suspicions that the ambitious Wolfgang would
prove to be easily managed by the unscrupulous
not a priest of Mórr. After he admits the PCs schemers and opportunists with which the
into the room, Philipp apologises for the Imperial capital was rife. Count von Walfen set
manner in which he was required to approach elements of his Graukappen organisation to the
them. He tells them Priestess Inga suggested task of making the necessary arrangements to the
this skulduggery in order to protect the cult of dangerous task of rescuing the Emperor from the
Mórr as well as the PCs. He then hands the Imperial Palace and having him escorted to a place
PCs a sealed letter (no crest impression on the of safety. The PCs were to be the instrument of
wax) and asks them to retire to their rooms if the rescue attempt.
they choose to discuss its contents. He knows
absolutely nothing about the message and has Should the PCs fail to act, Count Siegfried von
been told he shouldn’t learn about it. Philipp Walfen will be arrested as “an Enemy of the State
tells the PCs he will depart within an hour in and Ulrican sympathiser” and sent to the dungeons
order not to give away his mission. He then beneath the Palace on 10 Sommerzeit. There is
smiles, shows them the door and bids the PCs not much the PCs could do on his behalf as any
farewell. such act would confirm the charge against the
Count. Within a matter of days, other influential
individuals, such as Priestess Inga, will share the
The letter to the PCs reads:
same fate as the Count. Only few people in the
Graukappen are aware of the PCs and their
*****Handout #12***** intended role. One of these, Simon Helmholtz,
will attempt to contact the PCs at the Imperial if
Please forgive the theatrics. they do not appear at Graustein Keep by dawn.
Many of us concerned about the
state of the Empire – and, more In the event the PCs make it at the appointed time,
specifically, the well being of the they are forced to wait for several minutes so
Emperor – will likely be Simon can determine if they have been followed
arrested over the course of the or otherwise compromised. As the door has a spy
next few days. Given the hole, Simon can make some sense of the situation
desperate situation we find depending upon whether they try to hide in the
shadows or conspicuously wait in the open.
ourselves in, your continual Unless they specifically declare they are
effort is urgently needed. Go to examining the door and successfully pass a
the back of Graustein Keep in Search test (+10 for Night Vision), the PCs will
the Süderich district near the not notice the spy hole as the door is in the
south city wall two hours before shadows. Simon first knocks softly from the
dawn. There is a back door to inside of the door so as not to startle the PCs.
the prison recessed in an alcove.
Wait there for further Once he has their attention, Simon slowly opens the
instruction. The contact will door and whispers his name to them. He’ll tell the
recognise you. PCs to enter the door so as to get out of sight in case
someone stumbles by. As soon as Simon feels the
May all the gods of the Empire situation is controlled, he hands the PCs a piece of
bless you in this endeavour. paper and outlines the following plan:

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129
!" The map represents a route through **********Handout #13**********
the sewer system to the Imperial
Palace.
!" He has brought clothing and lanterns
for them so the PCs can dress as
sewer jacks.
!" He suggests that the PCs turn over
clothing and personal effects would
not fit with the gear of normal sewer
jacks.
!" Simon will have these items taken to
Sigmund Beere, Innkeeper of the
Seven Stars in Hartsklein, where the
PCs can retrieve their possession.
!" From the sewers, the PCs can enter
into the Palace through a series of
secret doors.
!" Inside the final secret door will be
clothing and trappings that are more
appropriate to the Palace. The PCs
are to discard the sewer jack gear, as
these are likely to be covered with
Looking at the map with the PCs, Simon explains
effluence from the sewers. There will
the following:
also be perfume to help mask any
other odour. !" The entry point to the sewers is through a
!" The secret corridor will take the PCs secret passage from the courtyard behind the
to the Emperor’s bedchamber. Chancellery. The door can be found behind a
Essentially, the PCs task is to spirit statue dedicated to Emperor Wilhelm II, Karl-
the Emperor out of the Palace and Franz’ great-great grandfather. There is a
Altdorf. brick jutting out just inches from the wall,
which needs to be pushed down, then in, in
!" Horses will be waiting for the PCs at order to open the door. Once inside, the PCs
a farm on the Bögenhafen Road, should close the door until it clicks.
outside the West Gate and near the
Little Reik. The man holding the !" The rough passage winds down to the sewers
horses is Erich Alder of Alder Stables. on the lower left, ending in the back of another
secret door. The door can be opened easily
!" The PCs are to ride hard to the from the passage side and comes out on one of
village of Hartsklein on the the support pillars. A release behind a loose
Weissbrück Canal to pick up their stone on the pillar’s right opens the door from
gear. the other side.
!" From there, the PCs are to go !" Another secret door can be found on the other
straight to the village of Walfen and side of the channel at the fifth support pillar
the field headquarters of from where the PCs entered the sewer.
Reikmarshall Helborg, where the
Emperor will be protected. !" The catch of this secret door operates like the
one they’ve passed through.

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!" The secret passage leads to yet another largely unknown to the enemies of the Empire.
secret door that enters the Palace’s aquifer, This gives them more freedom to operate and their
a large Dwarf construct – approximately 40 particular talents makes it harder for those
feet across and 65 wide with a 15 foot opposed to anticipate the PCs’ actions. If asked,
vaulted ceiling – from the time of Emperor Simon will confirm a handful of casualties with
Wilhelm II the Wise. the Graukappen in Altdorf, but refuses to
elaborate.
!" Here the secret door, like the other on the
opposite corner, opens next to a support Simon tells the PCs that, if they are going to be
column with the hidden catch located under successful, they need to act now. He says the
a loose stone on the floor before the door. closer it gets to daylight, the harder it will be to
!" Not shown on this map is a secret door in accomplish this risky task. Simon reminds the
the middle of the secret passage to the PCs that if they are caught, their lives will be
upper right of the aquifer. This second forfeit. If need be, Simon also advises the PCs
passage leads to the antechamber of the that, should they choose to flee the city and the
Emperor’s private chambers. Emperor is killed by his enemies, there will be no
!" The PCs need to push a large rock, barely place in the Empire where they can escape from
jutting out from the wall, up and then in, if the Graukappen or the Schwarzmantel.
order to open this door.
The Sewer Jack trappings include a leather jack
(0/1 AP body), blue and red armband with the
Simon tells the PCs there are several escape device of the Altdorf Sewer Watch, and lantern.
routes. The major sewer channel on the right of Simon figures that the PCs would want to keep
the map eventually leads to a grate emptying their own hand weapons and possibly a crossbow
into the Reik near the city wall. The sewer on or two. He will tell the PCs any other weapon
the left empties to a culvert which channels any should be put aside as it may expose their
overflow of the Reik – in case of floods impersonation. Once everything is ready, Simon
generally – to the Little Reik. If the PCs feel bids the PCs good luck.
rather emboldened, they could always try to
bluff their way past the guards at the West Gate If all goes well, the PCs will be on their way with
or try to scale the walls. Simon adds that, with an hour or so left before dawn. The PCs will only
the Reiksmarschall defending the whole city have a 15% chance of running across a Watch
from von Bildhofen’s army, there aren’t many patrol if they can get behind the Chancellery
people left to guard the city. Finally, Simon before dawn breaks. In these cases, the PCs can
tells the PCs of a little used, barred and locked take a Listen test for normal noises (+10 for Acute
(CR 25%) postern gate between the West Gate Hearing) to hear the patrol before seeing them.
and North River Gate. Should the PCs ask for Should the PCs begin after dawn, there is a 30%
a key, Simon tells them one could not be chance of encounter with such a patrol. GMs are
obtained in the short time they have to act encouraged to have some townsfolk up and
without rousing suspicions. moving about in the early hours, such as
tradesmen hurrying to set up at the Reiksmarkt or
Should the PCs ask how Simon comes by this servants heading to their masters’ home before the
information, he tells them he is a member of family awakens.
the Graukappen, a small organisation dedicated
to protecting the Emperor and the Reikland PCs reaching the sewers before dawn also have a
from hidden enemies. The problem is the 15% chance of encountering a Sewer Jack patrol.
higher echelon of the city knows of the If this happens, the chances of avoiding the patrol
Graukappen and resources have been spread are pretty much limited to zero unless the PCs
too thin, especially with the increasing strife in come up with a crafty manner of doing so. In such
nearby provinces. Simon confides that the PCs an occurrence, the PCs best chance is the Bluff
are essentially outsiders who are likely to be (+10 for Acting, +10 for Charm, +10 for the patrol

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being close to the end of their shift) their way Emperor’s coat of arms and a helmet. If the PCs
past. If the PCs failed the Bluff test, they can have seen the Palace Guards, they will recognise
still attempt a Bribery test (minimum of 1 GC the attire. A bottle of perfume with the scent of
per person in the patrol) to get the patrol to lilac is there to cover the stench of the sewer. The
“forget” what they have seen. If the PCs have PCs should leave their sewer jack clothing in good
started later in the day, the chance of running order in case they have to return this way again.
into a sewer jack patrol increases to 30%.
The narrow passage leads to stairs that wind their
The sewers in this part of Altdorf are much the way upward to the level above the ground floor of
same as those described in Shadows over the palace. The PCs will have to carry their
Bögenhafen, pages 73-76. The major sewers lanterns for a longer period since there is no light
have narrow walkways following the effluence in the staircase. The climb is arduous, but the PCs
channels with minor sewers periodically eventually arrive at the top, which ends in a
dumping out their contents in a gutter cut on doorway. If the PCs have not done so before now,
the walkway. Periodically, one can come it would be a good idea for them to listen at the
across iron rungs hammered into the sewer door for noises before passing through. If the PCs
walls and leading up to a chute with a manhole have started as planned, the Palace is only now
cover at its top. The wooden covers are flush awakening and there will be no activity in the
with the street above. Any PC suffering from Emperor’s chambers other than Karl-Franz
Claustrophobia needs to make a Cl test to enter sleeping and the two Imperial Guards standing
the sewers as well as the secret passages. alert at their post outside the double doors.

Following the directions, the PCs can find their The secret door enters into the antechamber next
way easy enough. They should be cautious to a statue of a noble warrior holding his sword
enough to close the secret doors behind them. upright in front of him as a salute. The statue is
If not, an alarm is likely (60%) to be raised if embedded in the wall. The antechamber is
the sewer jacks do not follow through the door actually a sitting room about 12 feet wide and 10
instead. feet deep when standing at the double doors.
Across the secret door is a fireplace with only
The Palace aquifer is a large Dwarf construct glowing embers. A large sofa is positioned near
carved out of the bedrock to ensure a constant the middle of the room facing the fireplace with
supply of water to the Imperial Court. two chairs flanking it. Across from the double
Occasionally, but not today, a Dwarf Engineer doors is an ornate single door with a large
makes the rounds inspecting the walls and the cushioned chair – presumably the Emperor’s given
elaborate filtration system using charcoal to its high back and insignia of the House of
cleanse the incoming water from the Reik and Holswig-Schliestein – on the fireplace side of it.
various cisterns. The Dwarf Engineers know of Tapestries hang on either side of the fireplace with
the secret doors, but are bound by oath to the alcoves behind them. The tapestry to the left of
Emperor not to reveal these. If the PCs enter the fireplace shows scenes from the life of
before dawn, there is only a 5% chance of a Emperor Magnus the Pious. The other depicts
detail of Palace Guards walking on the narrow events from the reign of Emperor Wilhelm II the
walkway surrounding the reservoir. If the PCs Wise. The ceiling is high, roughly 16 feet.
pass through here later in the day, the chance of
encounter increases to 15%. These guards will If the PCs have reached this point around dawn,
sound an alarm if the PCs are spotted in the they will hear a noise on the other side of the
aquifer. There is a normal door at the furthest double doors shortly after they have closed the
corner near the next secret door. secret door (though it could be slightly ajar). The
PCs have 4 rounds to hide before the Imperial
As expected, there is a change of clothing Guards outside the double doors open one of them
behind the last secret door, including new to admit a small elderly woman dressed in white
boots, a surcoat halved in blue and red with the robes and wearing a pendant of amethyst shaped
Empire at War
132
as a dove in flight. She is carrying a tray of hot side of the bed opposite the entrance door. The
broth, a small loaf of bread, wedge of cheese Emperor is asleep on the bed.
and cut apples. Should the PCs make a
reasonable attempt at hiding, the Imperial Setting the tray down, the elderly woman
Guard opening the door will not notice them introduces herself as Eva Herzberg, a lowly
since he doesn’t really look into the room. servant of Shallya. She then asks the PCs their
names, village of their birth, and who sent them.
In the event the PCs stand in the open, the The PCs might hesitate, indicating that they are
Imperial Guard notices them with his unsure of how to proceed. Eva smiles and points
peripheral vision and turns towards them. As out she could easily scream out for the guards, but
he grips his weapon, but before he can sound she decided she could trust the PCs. She
an alarm, the elderly woman says to the PCs, comments the PCs should be able to extend some
“Aw, you are still on guard. Good. I trust the level of trust as well. If the PCs don’t name
Emperor did not have any further difficulties Priestess Inga, Count von Walfen, or the
during the night?” Turning back to the Graukappen, Eva reminds the PCs that it is
Imperial Guards at the door, she states with a courtesy for them to answer truthfully.
smile, “I’m sorry you weren’t told by your
fellows I brought these guards to help me If they level with her, Eva tells the PCs:
administer to the Emperor earlier in the
evening. His Imperial Majesty had broken out !" Eva was assigned by the Temple of Shallya to
in a fever and I needed someone to watch over attend to the Emperor shortly after the Crown
him while I rested my weary bones. I’m not as Prince’s arrival on 1 Sommerzeit.
young as I used to be.” She then closes the !" The Emperor has been recovering from
door behind her. whatever ordeal he was suffering once the
Crown Prince prohibited the Court from
If the PCs are hidden when the door closes, the seeing him.
elderly woman looks around the room with a
mischievous smile and, in a soft voice, asks !" Eva is unsure of the nature of his ailment, but
them to come out. Before they can utter a she is certain that the Emperor has great inner
word, the woman in white tells them quietly to strength.
keep silent and open the door to the Emperor’s !" Eva knew that with the recent attack on the
bedchambers for her. She then motions them to Crown Prince – which did inflict a small flesh
enter with a tilt of her head. wound – the Emperor’s life would be in
danger.
Should the PCs arrive later in the day, the
elderly woman is already in the Emperor’s !" She is not certain about the Crown Prince
chambers. She comes out to the antechamber since his behaviour seems erratic, even by the
after the PCs have closed the door. She quietly standards of the nobility.
tells them they are late and to follow her into !" Eva sensed that someone at the Court would
the room. attempt to rescue the Emperor from his
imposed isolation.
The Emperor’s bedchamber is a large room,
easily 12 feet wide and 30 deep. A large !" The Emperor is still rather weak, but he needs
fireplace flanked by more tapestries is to get to safety.
positioned on the same wall as the one in the
antechamber. A large window opposite the Once she tells them what she knows, Eva asks the
door opens to an inner courtyard within the PCs how they plan to make good their escape. If
Palace complex. Across from the fireplace is a they balk, she tells the PCs she is not going with
large, four-poster bed with canopy, a small them; but they will need someone to stay behind
table next to it, and two padded chairs on the to buy the PCs time to make their escape. In
addition, Eva tells the PCs if she knew of their

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escape route, she could send anyone strong-willed men control him. If he hasn’t yet,
questioning her in a different direction. She Wolfgang will soon move against our strongest
does caution the plan they have discussed has a supporters, including our cousin, Siegfried von
number of uncertainties. Walfen. We must get out of the Palace and the
city unseen. Unfortunately, we do not have any
While the conversation is going on, the attire for travelling.”
Emperor awakens, but feigns sleep. He is
listening to the conversation with interest. Eva tells the Emperor that before he can “run off”
Though still fairly weak, Karl-Franz’ has been he needs to eat what she’s brought. “It will do you
growing more aware of things in the past week. no good to slip out without eating first, Your
If the PCs saw the Emperor at the Grand Imperial Majesty,” Eva playfully reproaches him.
Theogonist’s funeral, any who look upon him
now will note his improved appearance: he now The PCs should recall there is an extra set of
looks like a man in his early 50s and his hair clothing behind the secret door leading to the
seems to be growing back in a healthier colour. aquifer and sewers. They may smell somewhat
awful, but these will do in a pinch.
If the PCs suggest just walking out of the
Palace with the Emperor as if his guard detail, At this time, the PCs might be concerned about
the Emperor answers, “That would not be a two other problems. The first is how to open the
good idea.” He sits up and tells the PCs he is a secret door leading into the antechamber if they
prisoner within his own Palace. Karl-Franz shut it without propping it opened earlier. If their
believes that, should he be caught alongside the distress becomes obvious, Eva tells them to turn
PCs, they would be considered as kidnappers – the pommel of the sword the statue is holding
no matter what the “sickly” Emperor says – and upright until they hear a click. The second
face execution. Other than Eva’s ministrations problem is the manner in which Eva explains how
and periodic visits by the Crown Prince’s the Emperor was able to get past the two Imperial
secretary, Martin Fechner, no one has been Guards once his disappearance is discovered. Eva
allowed to see him nor has his requests to visit smiles and replies she will blame foul sorcery
his gardens been granted. Karl-Franz knows he knowing that many still harbour suspicions about
has been declared too ill to resume his authority wizards.
and could likely be disposed should his
usefulness come to an end. Though weak, he Should the PCs continue to dally, the Emperor
knows he must get out of the Palace and to a points out that further delay makes the task
place of safety as quickly as possible. unnecessarily riskier. If the PC resembling Kastor
Lieberung is present, the Emperor comments on
The Emperor continues, “We’ve been told of the likeness to Chancellor Johann Heinz and asks
the attempt on Wolfgang’s life. Our heir is not if they are related. Though left unsaid, Karl-Franz
naturally bold, though he is arrogant of his has become suspicious of the Chancellor over the
status. We have no doubt that ambitious and past week and is wary of a possible betrayal.

Standard Palace Guard

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 43 35 3 3 8 40 2 29 39 29 29 29 29
Skills: Disarm, Dodge Blow, Secret Language-Battle, Street Fighting, Strike Mighty Blow
Equipment: Sword, Helmet (1AP head), Mail Shirt (1 AP body) under surcoat halved in blue and
red with the coat of arms of the Emperor, and Purse (1D6 GCs, 3D10 shillings)

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134
Standard Sewer Jack

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 41 39 4 3 8 41 2 30 28 29 30 30 28
Skills: Orientation (underground only), Strike Mighty Blow, Strike to Stun
Equipment: Club, Sword, Leather Jack (0/1 AP body), blue and red armband with device of the
Altdorf Sewer Watch, Lantern, and Purse (1D6 GCs, 2D6 shillings and 3D6 pennies).
One in a patrol will have a Crossbow (R 32/64/300, ES 4, 1 round to fire, 1 to load)
and ammunition instead of a club and lantern.

Escape from Altdorf getting caught are greatest the closer they are to
No matter which course of action the PCs the Palace.
decide, the reasonable starting point would be
descending the stairs behind the secret door As a foretaste of the difficulties that await them,
from the antechamber. From there, they could there is a detail of four Palace Guards patrolling
decide their course of escape. No matter which the aquifer at the moment the PCs reach the secret
route the PCs choose, the Emperor’s current door leading into that vaulted room. If the PCs
health is slowing their progress. pause at the door and Listen (for normal sounds,
+10 for Acute Hearing), they have a chance of
One possible route would require a return to the hearing the patrol making their rounds. Should
aquifer and possible advance through the door the PCs enter the aquifer at the same time without
leading to the Palace with the hope for reaching taking any precautions, the Palace Guards will
the kitchen area and the door where supplies spot them immediately (after all, one needs a
come to the Imperial residence. The PCs may lantern to see in this dark chamber) and demand to
hope the confusion that accompanies the arrival know who they are and how they have come to
of foodstuffs and other provisions might be this place. If the Emperor is within sight but
enough to provide them cover. Should they ask outside of the guards’ lantern and behind some of
the Emperor about the odds, he replies that he the PCs, there is a base 65% chance he’ll be
is unsure. The whole area of provisioning fell recognised. If so, two of the Guards run towards
to his seneschal who did not bother him with the door to sound the alarm that the Emperor has
the details. Moreover, the Emperor is unsure been kidnapped while the other two keep the PCs
about that part of the Palace complex and from pursuit(the walkway is only two and a half
would be of little help guiding the PCs to the feet wide and the reservoir is 15 feet deep).
outside. The Emperor is fairly certain there is
also a high probability he would be recognised If the PCs fail to silence the guards before one of
by the valets, servants and scullery maids [GM them escapes through the door, they had better kill
Note: base chance of 85% since many have the remaining guards and retreat to the sewers.
seen the Emperor even if he did not notice Understanding what is at stake, the Emperor
them]. grimly looks on the scene, but remains silent. In
the event the PCs avoid the patrol by waiting for
The PCs might wish to proceed on the them to finish their routine check of the aquifer,
assumption they could make better time on the they should conclude that attempting to sneak
streets of the city rather than its sewers. They through the Palace would not be a wise course.
may not realise that, with the coming of dawn, The best course would be to continue through one
the city has awakened and there are many more of the two branches of the major sewers to its
people on the streets. The PCs may need to respective end or journey long enough to find a
pass an Int test to understand their chances of manhole which they can safely ascend and is far
enough away from the Palace.

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135
Should the PCs insist on going through the for Charm). If the test is failed, an alarm is
Palace, the door leaving the aquifer leads to a sounded, bringing another patrol in 2D6+2
corridor. To the right the hall leads to stairs rounds to help arrest the PCs.
that ascend to the kitchen areas in the
northeast corner of the Palace. To the left the To make matters worse, the situation in the
corridor leads to the Lord High Jailer’s Palace has changed. Within half an hour after
office. This corridor is not the main entry the PCs depart with their charge, Eva takes her
into the extensive dungeons built into the leave of the Emperor’s chambers. She tells the
bedrock beneath the Palace, but it is the one Imperial Guards on duty the Emperor is taking a
the Lord High Jailer travels through on the nap and should not be disturbed. Fifteen
rare times he visits his “domain.” minutes later, Martin Fechner and his aide,
Greta Cranach, come to visit the Emperor.
It is more likely the PCs will proceed through Though the guards initially rebuff them, Herr
the sewers, at least for a time. No matter Fechner produces a signed order authorising
which major sewer they take, the PCs will their interview with the Emperor. The guards
come across a patrol of Sewer Jacks soon then allow the two representatives of the Crown
after they have closed the secret door behind Prince to enter the private chambers. A moment
them. Unlike the ones the PCs might have later, the two alert the guards that the Emperor is
encountered earlier, these men have just come missing. After a quick search, the two guards
on duty and are not likely to let someone they scramble to inform their superiors.
don’t know go unchallenged, especially if any
of the PCs or the Emperor wears the attire of Imperial Guards and Palace Guards are quickly
a Palace Guard. In this case, the PCs may dispatched to the city gates to augment the
need to Bluff their way past the patrol. guards there. The problem for the Crown Prince
Should this fail, bribes will be costlier is that any attempt for a large-scale search is
(starting at 2 GCs per Sewer Jack) if the PCs inhibited as the Palace does not want it known
want to avoid any delay in their escape. they lost the Emperor. Still, word has been
There is a small chance (10%) that any of the dispatched to the various Watch and Sewer Jack
Sewer Jacks recognise the Emperor. Should patrols to keep alert for anything looking
the PCs attack, one or two of the Sewer Jacks suspicious and report it back through their
in the back run away in order to sound an superiors.
alarm.
By the time they reach the city walls – either
If the PCs decide to climb to the street level above or below ground – a number of groups are
after travelling for some distance in the looking for either the PCs or something odd. If
sewers, there is a 35% chance a Watch patrol the PCs have encountered either a Sewer Jack or
will stumble upon them exiting from below. Watch patrol in the manner described above,
The Watch patrol will rib the PCs if they are these patrols will report their encounter to their
in Sewer Jack attire, referring to their as respective superiors. This will give the security
“muck rats,” “mole men” and similar forces the information needed to hone their
derogatory names. Should anyone wear the search and reinforcements are quickly
trappings of a Palace Guard, the Watch will dispatched.
start asking pointed questions since there is
no reason for such a person to be traipsing in If the PCs have reached the postern gate, they
the wastes below. Once again the PCs have need to be wary. The risk here is that a Watch
to Bluff or Bribe their way past the Watch. patrol may pass by (25% chance) during the
There is the additional risk (35%) that one of time the PCs spend trying to unlock and unbar
the Watchmen recognises the Emperor. The the gate to escape. Since the Watch has been
Watch’s reaction is to take the whole bunch to alerted to pay particular attention to anything
the barracks for questioning. In this case, the unusual, they will take note of the PCs.
PCs can try to Bluff with a –20 modifier (+10
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136
Should most of the PCs be dressed as make it to the marshy land surrounding the Little
Imperial Guards, the Watch patrol will ask Reik and make their way through the reeds and
some perfunctory questions, even though they tall grass to the place where Erich Alder is
expect the surly guards to threaten them in waiting with their horses. Any Watch patrol
some manner befitting their “higher” status. seeing the PCs flee through the postern gate will
If the Watch is met with some courtesy, they pursue while their fellows run to report the PCs’
will be taken aback and become slightly escape to their superiors. The one potential
suspicious. In the event the PCs do not give benefit for the PCs is there are few horses in
them cause, the Watch patrol eventually Altdorf with which their pursuers could follow
departs. Before then, there is a small chance them as most of these mounts have been sent to
(20%) that one of them recognise the Emperor fight as part of Reikmarshall Helborg’s cavalry.
since none of the Watch expected to encounter
the Emperor on the streets with his personal If the PCs were lucky to choose the sewer that
guards and entourage. Should this happen, led them straight to the Little Reik, they can
the Watch will move to make arrests while follow the course of the sluggish waterway
blowing on their whistles to summon upriver to their meeting with Herr Alder. It will
additional help. take the authorities in Altdorf some time to
realise their quarry has escaped the city. By
If the PCs are dressed more like Sewer Jacks, then, the PCs will be well on their way to the
the Watch will challenge them to explain village of Hartsklein.
themselves (the Watch have higher status
here). In this case, there’s a 30% chance of Should any of the PCs allow themselves to be
the Emperor being recognised (many of the arrested, their part in the mission to rescue the
Altdorfers have not seen the Emperor close Emperor has failed and they will find themselves
enough to identify him in unusual attire) since locked away in the Palace dungeons as traitors.
they are looking to see if they can identify any The only respite they will get from the dank and
criminals among the PCs. Should an alarm be darkness is their session with the Emperor’s
sounded, another patrol will arrive in 2D6+2 torturers.
rounds to help arrest the PCs.
If the PCs are able to escort the Emperor to their
In the event the PCs make it through the rendezvous with Erich Alder, they will obtain the
postern gate with the Emperor, they will have horses to make good their getaway. The threat of
to literally carry him away as they flee. Karl- possible (or actual, in case the PCs’ escape did not
Franz is still too weak to keep up and will go unnoticed) pursuit should spur the PCs on.
need some rest soon. Their only hope is to

Standard Imperial Guard

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 62 59 5 5 14 61 3 50 55 49 52 53 51

Skills: Disarm, Dodge Blow, Etiquette, Heraldry, Read/Write (Reikspiel), Ride-Horse, Secret
Language-Battle, Specialist Weapon- Two-Handed, Strike Mighty Blow, Strike to Stun

Equipment: Sword, Halberd (WS-10, S+2, I+10 [for first round and if “winning”]), Helmet (1AP
head), Sleeved Mail Coat and Plate (2 AP body, 1AP arms and legs) under surcoat
with the coat of arms of the Emperor, and Purse (3D6 GCs, 2D6 shillings)

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137
Standard Garrison

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 43 35 3 3 8 40 2 29 39 29 29 29 29

Skills: Disarm, Dodge Blow, Secret Language-Battle, Street Fighting, Strike Mighty Blow

Equipment: Sword, Helmet (1AP head), Mail Shirt (1 AP body) under surcoat halved in blue and
red with the coat of arms of Altdorf, and Purse (1D6 GCs, 3D10 shillings

Standard Watch

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 41 39 4 3 8 41 2 30 28 29 30 30 28

Skills: Strike Mighty Blow, Strike to Stun


Equipment: Club, Mail Shirt (1 AP body), blue and red armband with device of the Altdorf
Watch, Lantern on a pole, and Purse (1D6 GCs, 2D6 shillings and 3D6 pennies)

Standard Watch Sergeant

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 51 49 4 4 10 51 2 40 38 39 40 40 38

Skills: Disarm, Dodge Blow, Secret Language-Battle, Street Fighting, Strike Mighty Blow, Strike
to Stun
Equipment: Sword, Mail Shirt (1 AP body), blue and red armband with device of the Altdorf
Watch, Crossbow (R 32/64/300, ES 4, 1 round to fire, 1 to load) and ammunition,
and Purse (2D6 GCs, 3D6 shillings)

War!
One way or another, the PCs have finished with truce negotiations. There, the PCs come face to
the situation in Altdorf. Instead of reaping their face with one last horror.
just desserts, the PCs find themselves pressed
into service with the task of bringing the
opposing sides together before The Empire is Restoration
fractured beyond repair. Before they can Whether the PCs rescued the Emperor or failed in
accomplish their task, the PCs will need to have the attempt, there is movement to restore the
a final reckoning with the remnants of the Emperor to his throne (see also the Triumphant
Purple Hand as well as the Sons of Ulric. Once Return below). The impending, sudden collapse
they get through these final battles, the PCs will of the invading Middenland army exposes von
have to deliver letters to the warring parties on Bildhofen’s weak leadership as well as the lack of
the east and then return to take their place at the
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138
conviction with which the province went to PCs could reach the village of Walfen within three
war. In particular, the merchants of Carroburg hours and before the Crown Prince’s dispatch
use their economic and political clout to reaches Reikmarshall Helborg.
undermine von Bildhofen’s authority.

With the bulk of the Reikland army under his


command, Reikmarshall Helborg makes a
fateful decision…

Arrival of the Emperor


If the PCs have successfully reached their
horses with the Emperor in tow, they can reach
Hartsklein with little problem. Unbeknownst to
the PCs, there is no pursuit coming after them.
Once the Emperor was found missing, Grand
Prince Wolfgang Holswig-Abenauer was beset
by doubt and inaction. Captain Erwin von A mile outside Castle Walfen, which lies to the
Mühlerberg directed the recovery effort while south of the village, seven horsemen in white
the PCs were still within Altdorf and its liveries ride towards the PCs. The PCs will notice
immediate environs, but Secretary Martin the oncoming horsemen at a distance on a
Fechner (and, no doubt, his slut of an aide, successful Observe test (+10 for Excellent Vision).
Greta Cranach) undermined his efforts. The PCs might want to turn back to the forest
about a mile away and try to lose these riders
Still, many of the Emperor’s advisors – within the woods. One of the men in white is an
including the Court Lector, the Chancellor, and expert tracker, so any retreat by the PCs will only
Count von Walfen – have been arrested and delay the inevitable.
incarcerated in the Palace dungeons. There is
still a list of others to be “questioned,” but Should the PCs wait for their escort, the seven
many of these will have to wait until the horsemen ride up to about fifty yards and demand
Emperor’s fate becomes known. The Crown the PCs to identify themselves. So long as the
Prince has proven quite “uncomfortable” to PCs are honest about the situation, they will be
make that decision. escorted directly to Reikmarshall Helborg at
Castle Walfen.
By late afternoon, the Crown Prince decides to
dispatch a sealed letter to Reikmarshall Helborg If the PCs attempt to fabricate some story, the
informing him of the disappearance of the exhausted Emperor looks up at them, but says
Emperor at the hands of Ulrican extremists and nothing. In the event the PCs continue to pursue
order him to send scouts searching the their charade, one of the men in white recognises
immediate border with Middenland for the the Emperor. Drawing his sword, the man cries
criminals. Crown Prince Wolfgang also out, “They have the Emperor!” The others do like
instructs the Reikmarshall to hang the wise and start to move in an attempt to surround
perpetrators without trial. the PCs. Watching the situation unfold, Karl-
Franz will intervene if the PCs try to run. He will
If the PCs started the rescue attempt before command all to “Stop!” in a voice many have not
dawn of 10 Sigmarzeit, they should be able to heard in a long time. The horsemen stop and bow
reach the village of Hartsklein by way of their heads. “We wish to see the Reikmarshall.”
Gluckshalt around mid-afternoon. As expected,
Sigmund Beere, Innkeeper of the Seven Stars, In the event the PCs have undertaken the job of
has the equipment the PCs left with Simon. rescuing the Emperor later in the day, the
Sigmund also has a change of clothes for the Reikmarshall will have received the Crown
Emperor. If they have been quick about it, the Prince’s missive and has a number of patrols

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looking for the Emperor. The three paragraphs the Crown Prince has commanded they be
above will apply to this situation as well with summarily executed.
the additional of another patrol of five
horsemen coming up unseen on the PCs’ rear With a wily smile, the Emperor smiles and notifies
when the latter have their encounter with the the PCs that “we have countermanded that order.
first patrol. This move will preclude the PCs We have decided you could be put to better use as
attempting to retreat back to the forest. our honour guard. To ensure all goes as planned,
we have placed you under Herr Schwarzhelm’s
The ride to the castle goes without incidence. command for our return to Altdorf and our
The Reikland horsemen ride in silence and Imperial seat.” The Emperor then advises the PCs
announce the arrival of the Emperor when they to get some rest. The return to Altdorf will
reach the gatehouse. Grooms are called to take commence in the morning, two hours after dawn.
the horses to the stables and valets are
instructed to escort the PCs to private chambers In through the Out Door
where they can wash up. After several hours, a In the event one or more of the PCs were captured
manservant appears with an armed escort to in rescuing the Emperor, the remaining PCs might
inform the PCs that Reikmarshall Helborg wish to make an attempt to rescue their
requests their presence immediately. companions now that His Imperial Majesty has
been brought to safety. This assumes, of course,
The PCs are escorted to the Great Hall of the PCs have an idea on how to reach the
Castle Walfen. Seated in the great chair is the dungeons beneath the palace without being seen.
Emperor. There are two men – one on each Reikmarshall Helborg suggests the PCs wait until
side – next to the Emperor. One is seated on the morning to return with the Emperor. Once
the Emperor’s right while the other stands Karl-Franz has regained his throne, those illegally
behind and to the left of His Imperial Majesty. held captive will be freed.
The one seated next to the Emperor motions the
PCs to seat themselves in the seats arrayed The PCs may accept this course of action as the
before the three men. Should the PCs look wisest. Still, they may feel the compulsion to do
around, they will not see any guards around. what they can to save their friends from the
Imperial torturers. After all, the status Count von
Once the PCs are seated, the man who Walfen has granting him immunity from the
motioned them to do so introduces himself as torturer’s tender mercies does not extend to those
Reikmarshall Kurt Helborg and the man behind indirectly working for him. The only oath the
the Emperor as Ludwig Schwarzhelm, His Reikmarshall demands from the PCs is that they
Imperial Majesty’s newly-appointed Champion. do not divulge any plans to return the Emperor
He informs the PCs he has heard smatterings of quickly to Altdorf. He does not want whomever is
recent events in Altdorf and would like them to influencing the Crown Prince to know what will
tell all they know. The Reikmarshall is a very occur.
shrewd judge of character and will be attentive
to the narrative the PCs present. Helborg will Before the PCs depart, Reikmarshall Helborg asks
be quick to question the PCs about any them what plan they have to enter Altdorf. If the
inconsistencies in their story. PCs advise they plan to retrace their steps through
the sewers, Helborg will comments that their path
Silence greets the PCs when they finish their of departure may have become known and the
tale. The Reikmarshall looks at them for a few authorities could have a trap set for them. Should
moments, weighing what he has learned. He they be interested, the Reikmarshall suggests the
then holds up a dispatch with the Imperial Seal PCs travel in disguise in one of his boats. He
and states he received this message from the needs to send a messenger to convey the current
Crown Prince before the PCs were called forth situation on the front and the PCs could tag along
to present their case. Helborg informs the PCs as part of the boat’s crew. Helborg firmly believes
the PCs have a good chance of going unnoticed

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since no one would suspect them to be patrols. Since the PCs did not return this way, the
travelling under his flag. Moreover, journeying authorities do not know about this entrance (unless
upriver would be quicker than by road and it the PCs somehow left their map behind; in which
would give the clearly exhausted PCs a chance case, there will be a guard detail below waiting for
to rest. them).

If the PCs agree, they can reach Altdorf before Should the PCs have had the misfortune of being
12 midnight. Should the PCs decide to seen entering the aquifer through any of the secret
continue with their plan, they are unlikely to doors earlier, then these doors will have been
return to Altdorf before 2:00 AM on the boarded up and the Palace reservoir guarded by a
morning of 11 Sommerzeit. In the second detail bored with their duties. Careless PCs may
scenario, the PCs will be very tired given the find themselves stumbling upon this patrol and
long day they had rescuing the Emperor from having to fight their way to freedom: an unlikely
the Imperial Palace and bringing him to his outcome. Should the PCs have exercised caution
army. Their fatigue will affect them in the earlier, the large room will be empty and the way
following manner: WS-10, BS-10, T-1, I-5, clear to reach the dungeons.
Dex-5, Ld-5, Int-5, WP-5, and Fel-5.
The PCs will still have to exercise caution,
PCs intent on rescuing their companions may however, as the corridor leading to the dungeons
try to retrace their path in the hopes of sneaking below through the Lord High Jailer’s offices also
back into the Imperial Palace. The PCs will ascends to the kitchens in the opposite direction.
find the postern gate and outlet to the Reik are The PCs need to exercise care to avoid being
now guarded by a detail of four garrison discovered. As the servants above may be
guards. The outlet to the Little Reik is still sleeping, the PCs must move as quietly as possible
opened, but a Sewer Jack patrol of six have so as not to wake them. Turning towards the left
been given the undesirable duty of guarding the from the aquifer, the corridor curves gently to the
place where the city’s sewer empties into the right and continues without interruption for 30
underground culvert. The PCs can either fight feet. It ends at a locked, oak door (CR 5%).
their way through (and chance an alarm
bringing more guards) or they can turn back Although the Lord High
and try another way. The darkness would Jailer is not in attendance
provide the PCs with enough cover to watch at the ungodly hour the
the city walls for a time and find a place to PCs arrive, Axel Quidde,
scale that is relatively unguarded. night jailer, is using the
office to catch up on
If the PCs travel by boat, the guards who some sleep. The prison
appear when the boat arrives at the river gate guard detail is
ignore them. The guards permit the boat to maintaining their vigil at
enter the city and dock once the messenger tells the main entrance to the
them of his mission. Two guards remain Emperor’s prison since
behind to check the boat for smuggled goods no one expects a rescue
(and find none), while the other two escort the effort to come through
messenger to the Palace. The guards do the little-used and little-
nothing more than glance at and ignore the known rear. If any PC
PCs. puts an ear to the door,
allow them a Listen test
No matter how they arrived at the streets of for normal sounds (+10
Altdorf, the PCs can easily make it back to the for Acute Hearing) to
place where they first entered the sewers, hear Axel snoring away.
assuming they can manage to avoid being The Jailer is deeply
found in violation of the curfew by Watch asleep and his noise

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covers any lock-picking activity. Should the so he can take the PCs to the cells where their
PCs try to break the door down, the noise will fellows are kept with little chance to do something
wake Axel who scrambles out of the Lord High he will regret. Axel is passively uncooperative
Jailer’s padded chair. Axel demands that the initially (“Ah cannot remember any prisoner here
servant disturbing his contemplations identify matchin’ dat description”), but several good slaps
himself. The PCs may play along with this to the head or threats of bodily harm will cure him
opening in order to get Axel to open the door. of that affliction.
GMs might wish to have the PC make a Fel test
(+10 for Acting, +10 if the PC talking is Anyone handling Axel has a 10% chance of
female, +10 for Seduction) with additional picking up some of his fleas. Infestation could
modifiers for roleplay to succeed. periodically lessen a character’s WS and I by –5 at
the GM’s choosing for D6 rounds.
The PCs can quickly overpower Axel and will
need to secure him somehow. Though he may Axel will be unable to take the PCs to von Walfen
promise to be good, Axel will try to escape at or other high-class prisoners. These individuals
the earliest (and safest) opportunity to sound an are kept in more posh accommodations elsewhere
alarm. One option is to fashion a leash around in the dungeon.
the jailer’s neck, tie his hands up, and gag him
Axel Quiddle, Jailer

M WS BS S T W I A Dex Ld Int Cl WP Fel


3 41 28 4 5 9 28 1 30 27 28 29 38 24
Skills: Immunity to Disease, Immunity to Poison (Manbane, Beastbane, Spider Venom), Palm
Object
Equipment: Club, Ring of Keys, Bottle of cheap wine, and Fleas.

Imprisoned! Dwarfs would likely be passed by as they are


Those PCs captured in the attempt to rescue (or perceived to be tougher targets to soften up for
kidnap, from their captors’ perspective) the interrogation.
Emperor will not have an easy time of it. They
are handled very roughly and all their If the GM is so inclined, they could put the PC
possessions stripped from them. With only through the paces of the torture (stretched on the
their shirts and any underwear they may have rack, clamp squeezing the head, or knots on a rope
been wearing as their apparel, the captured PCs putting pressure on their eyes as it is tightened).
are tossed into separate, dark cells. The Otherwise, it might be simpler to inform the PCs
temperature is quite cool, and the PCs soon find that everything was a blur to the pain they were
themselves shivering. For convenience sake, feeling. The end result is the tortured PCs would
the PCs could be tossed into adjacent cells so have their W reduced to 1 or 2, coupled with a
they can communicate in the gloom. temporary reduction of their T by 1 and Cl and
WP by 10. The wounds can be regained at the
Time passes, though without reference the PCs normal rate while the other three attributes can be
do not know how much time. At some point, recovered with a full day of rest in a place other
four rough guards appear with the purpose to than the prison cell. The GM can decide (using
escort one of the prisoners to an appointment WP tests if need be) whether the PCs resisted
with the Imperial torturer. The guards are more answering the torturer’s questions or blurt out all
likely to select those PCs who would be they know. Crafty (and tough) PCs might attempt
considered as easier to break: rogues, scholarly to pass off half-truths and lies to minimize their
types, townsfolk, and wizards. Warriors and discomfort.

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After their session with the torturer, the In the event all the PCs were caught and
exhausted PCs are (literally) tossed back into imprisoned, having failed to rescue the Emperor,
their cells with no illumination, no food, and all is not lost. Unfortunately, the PCs will have to
filthy water from which to drink. Without an undergo another day of torture which could (at the
ability to see, the PCs are unable to discern the GM discretion) result in some minor injuries such
source of the creaking, shuffling sounds they as dislocated fingers, broken toes, cracked teeth
hear. GMs should play up this aspect of the and unsightly bruises.
PCs’ confinement.
Luckily, Count Siegfried von Walfen is a very
Eventually arriving at their companions’ cells, thorough man. Knowing his arrest was eminent
the PCs will be unable to find the imprisoned and uncertain the PCs would undertake, much less
PCs’ clothing or equipment as these succeed, in the task appointed, the Count had a
possessions have long since been divided up by member of the Graukappen leave Altdorf in
the guards who captured them and those disguise with an urgent message for Reikmarshall
defending the dungeons. Though Axel may try Helborg. In an encrypted message, the Count laid
fumbling his keys in hopes the night guards out the recent events and the Emperor’s
will appear (unlikely as they are sleeping off predicament, as well as anything the PCs had
the cheap wine one of them procured before previously reported to Priestess Inga. The
coming on duty), the jailer finds the right keys message reached the Reikmarshall in the early
in due time. afternoon of 10 Sommerzeit.

Once the comrades are free, the PCs would be Triumphant Return
wise to render Axel unconscious and toss him Emperor Karl-Franz sleeps well at Castle Walfen
into one of the cells. They could then retrace after a hectic day of flight from his imprisonment
their steps to get free of the Imperial dungeons. in the Imperial Palace. His room is well guarded
The problem for the PCs then becomes where and no one other than the Reikmarshall and the
to go with some of their number so under- Emperor’s new Champion are allowed to visit
dressed. Staying in the sewers is one solution, Karl-Franz.
but they may be eventually caught, especially if
the authorities become aware of their escape. The next morning, Reikmarshall Helborg
assembled the knights of the Reiksgard and High
A more intelligent decision is to make their Helms to form an honour guard to escort the
way past the pre-dawn Watch patrols to get to Emperor back to Altdorf to regain his throne. If
the Temple of Mórr. Priestess Inga von the PCs are there, they are given a prominent
Rabespeicher was not yet been arrested, though position among the honour guard. The
she feels such is inevitable. Should the PCs Reikmarshall plans to make a big show of the
arrive at the Temple, the Initiate on duty strength in returning the Emperor to Altdorf.
quickly awakens the Priestess and informs her Helborg gives command of the Reikland army to
of the PCs’ arrival and their present condition. Reikskapitän Baldur Klasen so that he, himself,
Priestess Inga has the Initiate fetch some can lead the escort on the road to Altdorf. The
Mórrian robes as she meets with them. In route the Reikmarshall chose was the one through
addition to asking the PCs about their recent Hartsklein, essentially following the escape route
activities, she informs the them as to the arrests planned for the PCs.
of von Walfen and the Chancellor. As dawn
approaches, she tells the PCs to go to the The entourage of sixty armed men takes
Chapel in Morrwies at first light and hide them approximately five hours to arrive at the West
until she can safely summon them. She Gate. A herald blows on his horn to announce the
instructs the PCs to leave Altdorf and flee to arrival of the Emperor. The guards at the gates do
Nuln if they don’t hear from her by the end of not challenge the entourage and open the gates to
the day. allow them entrance. As the honour guard leads
the Emperor to the Imperial Palace, rumours of the

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His Imperial Majesty’s appearance quickly Helborg deploys some of his troops around the
spreads across the city. Crowds quickly gather Imperial Palace and then leads the rest inside,
along the route, cheering a healthier-looking along with the rescued Emperor. If the PCs are
Emperor and his victorious Reikmarshall. PCs with the Reikmarshall, they are allowed to
hiding in the city will hear the rumours, but accompany the Emperor and his champion inside.
they may not make it in time to see the The Crown Prince welcomes the Emperor back to
Emperor enter the Palace with his escort. his Palace, but the greeting looks very formal,
even unemotional. The Emperor thanks his heir
The unfolding of events takes a different turn if for his efforts on behalf of the Empire, but
the PCs failed to rescue the Emperor. With announces he is fit to return to his throne. The
Count von Walfen’s missive in hand, moment is hardly noteworthy.
Reikmarshall Helborg takes a substantial
number of his overall army and moves in a If the PCs are watching the Crown Prince’s aides,
two-prong path to Altdorf. Reikskapitän they notice a striking woman (the shapely, raven-
Baldur Klasen was ordered to oversee the haired, green-eyed Greta Cranach) near a rather
erection of defensive earthworks to protect the plain-looking bureaucrat whom Wolfgang
cannons, harquebusiers and crossbow troops. introduced to the Emperor as his secretary, Martin
These forces, along with pikemen, Expatriate Fechner. Female PCs will notice a look from the
Dwarf infantry and light cavalry, are placed to woman that can be easily seen as contained rage.
repulse any possible Middenland attack. Male PCs can only spot the woman’s peculiar look
on a successful Observe test (+10 for Excellent
Elite food soldiers, particularly the Reiksgards, Vision, +10 if PC is an Elf), but they will not know
are travelling by river under the command of the meaning behind her expression.
Ludwig Schwarzhelm. Included among the
troops are sappers who will breech and advance Count Siegfried von Walfen is released from his
through the sewer outlet to the Reik. cell immediately, although Chancellor Heinz
Reikmarshall Helborg leads the heavy cavalry – remains confined. Any PCs who were imprisoned
including the Knights of the Fiery Heart and are released in the mid-afternoon, worse for the
High Helms – on the road to the West Gate of wear.
Altdorf. The Reikmarshall expects to gain
entrance to the city, but is ready to fight his No matter their situation (part of the Emperor’s
way in, if need be. escort, hiding in the city, or recently released from
the dungeons) the PCs are summoned to meet
Whether the Emperor escaped his captivity or Count von Walfen in one of the Palace’s
not, Crown Prince Wolfgang understood his chambers. He thanks them for their effort on
dilemma. To oppose the on-coming forces behalf of the Emperor, the Empire, and himself.
could have a tragic consequence for Wolfgang’s The Count then tells the PCs their task is not yet
future as Elector and Grand Prince of the done. They have proven themselves to be
Reikland. He would likely be considered a resourceful, cunning, strong of will, and rather
traitor and Wolfgang was very familiar with the unconventional. He has little doubt that they will
fate of traitors. In addition, the Crown Prince soon be asked to risk their lives to help the
knew from Captain Erwin von Mühlerberg that Emperor overcome the war raging to the east.
the forces left to keep order in Altdorf were Until then, the Count tells the PCs they should rest
hardly capable of standing against even this at the Imperial, as lodging has been arranged at the
small portion of the Reikland army. The establishment for the PCs at the Emperor’s
Crown Prince also swept aside the expense.
recommendation of retreat advocated by the
nervous Secretary Martin Fechner as it would Should the PCs inquire about the Chancellor,
give the impression Wolfgang had other Count von Walfen tells them that their effort
motives for assuming the throne in place of his helped uncover evidence of the Chancellor’s
ailing uncle. schemes as well as his affiliations. He will add

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that it may be some time before the Chancellor white introduces herself as Sister Eva from the
will see the light of day. Herr Heinz apparently nearby Hospice Priory of Shallya [location 29].
has many questions to answer before he can She was instructed to provide her healing skills for
receive his well-earned end. With that, the any PC requiring such assistance. If asked about
Count informs the PCs he has some work to do the elderly Eva Herzberg, Sister Eva looks at the
and excuses himself. The PCs should take this PCs quizzically. She answers there is no other
as a sign that they are dismissed. Shallyan sister with that name in Altdorf. This
may puzzle the PCs, but Sister Eva continues to
administer healing to the injured.
Sidebar: Of Mice and Men
As discussed in the introduction, and important
aim of this adventure is to bridge the setting of Purple Rain in Altdorf
WFRP version 1 with that of version 2. Thus, The PCs may conclude that Purple Hand
we rely on Count von Walfen and other good operations in Altdorf have been disrupted with the
men to save the day, in case the PCs fail to incarceration of the Chancellor and the
fulfil the role we have given them; e.g., imprisonment/death of Brother Dieter. In this,
exposing the illegal activities of Chancellor they are wrong. Two senior Purple Hand leaders
Heinz, and successfully assisting the Emperor will try to fill in the void created by recent
in his escape from the palace. However, if you developments: Brother Karl and Captain Erwin
as GM are willing to allow marked deviations von Mühlerberg.
from the official setting, interesting situations
can arise if, say, Johann Heinz is not exposed. Into the Void
Alternatively, we can only imagine the look of During the events of the preceding ten days,
the players’ faces, if their PCs utterly mess up Brother Karl has been infiltrating the Altdorf
the rescue mission and watch Karl-Franz die in chapter of the Purple Hand in order to learn the
their arms! At the end of the day, if you as GM weaknesses of their leaders. In doing so, he has
want to punish PCs for making bad calls along come to learn more about the PCs – whose
the way, you will have to incorporate such plot activities have especially caught his eyes if they
developments on your own. were also involved with crushing his plans in
Middenheim – and the one who resembles Kastor
Resting at the Imperial Lieberung.
The innkeeper, Amschel Lenard, greets the PCs
when they enter the Imperial. “Your rooms are With his own schemes coming close to realisation,
just as you have left them, only cleaned up a Karl has taken the precaution of arranging for the
bit,” Amschel tells them smiling. “Here is your PCs to be followed should they return to Altdorf
key, and there are some things left for you after 10 Sommerzeit. Karl is content to have the
within.” PCs watched for the moment and does not intend
to provoke them into moving against him. At
If the PCs have lost equipment along the way, least, not until he is ready.
especially if they were taken prisoner, they will
find replacements (except magical components, In contrast, Captain Erwin von Mühlerberg comes
the PCs will have to replace these on their own) to learn of the Purple Hand plot late. He had no
within their rooms. Should the PCs have all idea the erstwhile Chancellor was the leader of the
their possessions, there will be a fresh set of Altdorf cell until the Emperor inadvertently
travelling clothes for them, such as boots, mentioned it to the Crown Prince, from whom von
cloaks, etc. Mühlerberg learnt it. Late one night, von
Mühlerberg steals into Heinz’ cell and, after
In the event the PCs are nursing injuries from exchanging secret greeting signs and code words,
their imprisonment, they soon hear a knock at learns all he can of the Purple Hand’s activities
their door. A young, plain looking woman in from the captive. Moreover, the Crown Prince’s

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aide de camp will learn of the PCs’ disruptive the PCs suffered at their hands. She will tell them
activities. Captain von Mühlerberg then that once the former Chancellor has confessed all
silences Johann Heinz by quickly slamming his he knows, he will likely face a traitor’s death.
head against the wall of the cell and then Given he is not of noble stock, his fate will likely
breaking his neck. He quietly leaves while be drawing and quartering. Should the PCs
formulating a plan to bring the entire Altdorf inquire if the Chancellor’s arrest means the end of
chapter under his leadership. the Purple Hand, Priestess Inga replies that she
thinks it unlikely unless Count von Walfen’s men
Sister Eva takes her leave of the PCs once she can get Johann Heinz to provide names.
has applied her healing skills (and spells if need
be) to all the injured. As the time is late in the It is also likely the PCs will remain safely at the
day, if not the evening, gallant PCs might Imperial until they are summoned. The PCs don’t
decide to escort Sister Eva back to the Hospice realise it, but they will not be called upon for a
Priory of Shallya. In doing so, the escorting number of days. The Emperor and his advisors
PCs are spotted by a Purple Hand cultist on need to receive some intelligence in order to
their way to the hospice. The cultist does not understand the situation in the north and east
follow, but rather heads in the opposite before determining their next course of action.
direction from where the PCs came until he can
establish a new position along their return The PCs should feel uneasy, even though the
route. The cultist only goes as far as he can Emperor has been restored and the Chancellor
reasonably expect the PCs to have travelled. arrested. There has been no trace or rumour
On the PCs return trip, the cultist will leave his regarding Brother Karl and they could hardly
hiding place and shadow the PCs at a safe think the Purple Hand has been destroyed. In fact,
distance. The cultist has no intention of being even if the PCs do not venture out, the Purple
discovered until he learns where the PCs are Hand will eventually track them down to the
staying. If spotted, he slips away in another Imperial and set up surveillance. Should the PCs
direction. try to confront them directly, the cultists will slip
away rather than risk capture.
Until they are summoned, the PCs may decide
to connect with those they served since their If the PCs are itching to take out the Purple Hand
arrival in Altdorf. Movement by the PCs or the in some fashion, they are going to have to be
prying eyes of cult informants will eventually creative and tenacious.
lead the Purple Hand to find and trail them.
Thus, whether the PCs escort Sister Eva home Passing Time in Altdorf
or not, it is only a matter of time before the The following table marks the events that will take
their lodgings are discovered. The PCs may try place in Altdorf and the surrounding areas during
meeting with Count von Walfen, but they will the first week that Emperor Karl-Franz I is
be unsuccessful since the Count has restored to his position as Elector and Grand
considerable unfinished business to which he Prince of the Reikland. The events in italics
attends. represent those affairs which are occurring
elsewhere. GMs should note that news of these
Priestess Inga is another matter and she agrees outside endeavours take some time to reach
to meet with the PCs. The Mórrian Priestess is Altdorf. In addition, the days will become hotter
more than eager to hear the PCs describe their as a heat wave hits the city. From 14 to 18
mission from when they last left her company. Sommerzeit, daylight temperatures in Altdorf
If the PCs ask about the Chancellor’s fate, the reach 37 degrees Celsius (nearly 100 degrees
Priestess explains the method of interrogation Fahrenheit) and the predawn hours only get as low
often used by Imperial torturers, unless any of as 22 Celsius (72 Fahrenheit).

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Day Events
11 Sommerzeit !" Crown Prince Wolfgang Holswig-Abenauer vacates position of Elector as
Emperor Karl-Franz I is restored to his throne.
!" Count Siegfried von Walfen released from his imprisonment and assumes role
of acting Chancellor.
!" The Nordland army reaches Ferlangen and lays siege. Meanwhile, Baron Nikse
leads an invasion of the Laurëlorn Forest in an attempt to reclaim his
birthright.
12 Sommerzeit !" Reikmarshall Helborg returns to the established line of defence.
!" Anti-war rioting breaks out in Carroburg.
!" Count von Raukov, Hauptmarschall Hertwig, and Feldmarschall Leitdorf
execute a daring attack that successfully routs the Talabecland army and ends
the Battle of Wolfenburg.
13 Sommerzeit !" Attack by Grand Duke von Bildhofen’s forces at Hochloff repulsed by
Reikskapitän Klasen after several hours of bloody fighting.
!" Grand Prince Hals von Tasseninck leads another part of the Ostland army
northward to fight the Nordland invasion
14 Sommerzeit !" Former Chancellor Johann Heinz found dead in his cell in the Palace dungeons.
!" Baron Heinrich Todbringer secretly arrives in Altdorf for consultations with
Count Siegfried von Walfen.
!" In Middenheim, Ar-Ulric is knifed during a ceremony at the temple. He is
severely injured but still alive. Helmut Todbringer blames Sigmarite fanatics
and forcefully argues for war on the Sigmarites instead of against Ulrican allies
and demands the impeachment of von Genscher.
15 Sommerzeit !" Troops from southern Reikland arrive to booster Reikmarshall Helborg’s army.
!" Pressure from his staunchly Ulrican vassals force Grand Duchess Elise
Krieglitz-Untermensch to interceded on behalf of Talabecland. The Grand
Duchess pays for mercenary bands in the city to reinforce the armies of
Talabecland to the north and south.
16 Sommerzeit !" Flotilla carrying Nuln expeditionary force arrives at Altdorf with Countess
Emmanuelle von Liebewitz on the lead ship. She disembarks with an escort of
tall, young men and makes her way to the Imperial Palace to meet with the
Emperor.
!" General von Stülpnagel then leads the Nuln force downriver to join
Reikmarshall Helborg at Walfen.
!" Talabeclander forces under the command of Count Helmut Feuerbach blunt the
Stirland and Wissenland offence along the Old Forest Road south of the Färlic
Hills.
!" Rumours that Ar-Ulric’s wounds have gangrene or some other infection is all
over Middenheim.
17 Sommerzeit !" Threatened by internal dissent in Carroburg and the growing Reiklander army,
Grand Duke von Bildhofen withdraws across the Reik and sends emissaries to
the advancing Middenheim army to sue for a truce.
18 Sommerzeit !" Ar-Ulric perishes from his wounds. Helmut Todbringer flees Middenheim
before he is arrested for murder.

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First Strike denial fails. GMs will have to decide on an
In time the PCs find themselves being watched individual basis how long the interrogation needs
by someone, which should be a tip-off that they to take place before the cultists have had enough.
still have some unfinished business. It is
almost a matter of getting to the enemy before If the captive breaks, the PCs learn that the cultists
they can get to the PCs. The PCs have two sent to watch them have little information to pass
basic approaches to gather information: (1) along. When a cultist is relieved by one of his
capture a cultist or two and interrogate them or fellows or leaves his post after midnight, he walks
(2) gather information from less savoury to the Necropolis [location 66] and leaves a piece
elements of society. of paper marked with an ‘X’ in a hole at the back
of the headstone with the leering gargoyle at the
Capturing a cultist requires a little forethought far eastern edge indicating there was nothing to
from the PCs, especially since the cultists are report. If the PCs have undertaken something of
likely to be in teams of two or three so they can interest, the paper would be left blank and the
handle situations where some PCs journey cultist would proceed to the Drunken Bastard at
elsewhere while others stay behind. The PCs the Street of a Hundred Taverns. He would wait at
could plan to take different, crossing routes the table closest to the door for a contact to enter.
from one end of Altdorf to another with the The contact would stop by the table, scratch the
goal of getting one of their own following a bridge of his nose indicating he was a courier, and
cultist on the trail of another PC. The PC in the drop a note indicating where the meeting was to
rear then could come upon the cultist from take place. The note would be a sketch of a tavern
behind and take him captive. The difficult part sign where the meeting is to be held. The cultist
is that the ensnaring of the cultist must take would wait ten minutes and then go to the meeting
place in a location where the target cannot to report what he has learned.
escape or cry for help. Furthermore, cultists
are naturally wary of capture by authorities so Once the cultist has revealed all he knows, the PCs
they bolt at the first sign of trouble. have little choice but to kill him. Allowing the
cultist to go with a promise to disappear will only
After the captive is taken, the PCs will need to bring the PCs further grief.
take him to a location where the cultist can be
safely interrogated. The PCs should realise the The PCs may opt to do nothing more other than to
Imperial would not be suited for this type of take out the cultists one by one. The Purple Hand
operation. With the Emperor back on the changes tactics after the seventh cultist goes
throne, the gates of the city are again opened missing. They will break off surveillance of the
for traffic into and out of the city. Should the PCs’ lodgings and set up watch posts near the
PCs be able to get past the guards at the gate, bridges crossing the Reik and Talabec into the
they can drag their captive to the surrounding East End districts. If the PCs cross into the area,
forests where it would be easy to find a place to then several cultists will follow them.
“question” the prisoner. Given the location
where the PCs lodge, the South Gate would be It is also conceivable the PCs may attempt to pass
best. If anything, there is considerably less themselves off as members of the Purple Hand and
traffic here than at the other gates. Only locals attempt to follow the contact procedure detailed
living to the south of Altdorf and between the above. This approach works up to the point at
Reik and Little Reik use this gate. arriving at the second tavern for the meeting. The
next level in the Purple Hand expects the arriving
Dragging information from the cultists requires cultist to show the secret greeting by dipping his
some work. Almost all are unwilling to talk head and touching the purple article of clothing or
until the PCs begin to apply some harsh accessory he’s wearing. If the secret signs are not
physical treatment to the obstinate cultists. The given, the contact knows the situation has been
PCs have to be careful since the cultists are compromised.
trained to misdirect (lie) if their initial ploy of

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Should the PCs succeed in extracting this prolonged application of physical abuse (the
information from a captive and perform it contacts are a hardier bunch than the run-of-the-
flawlessly to the contact, they will be invited by mill cultists), can the PCs break them. Should the
hand motion to sit. The contact nods his head PCs succeed, they will learn that a charismatic
without speaking as a sign the arriving cultist leader has emerged to challenge the recently
should report what he’s seen. When the report silenced leadership of the cult. The contact does
is finished, the contact stands and tells the not know the man’s name, but can describe him as
reporting cultist to “stay here.” The contact being around 40 years of age, of medium height
then leaves to contact his superiors without and built with brown wavy hair and a Middenheim
saying another word. This is another test to accent. [GM Note: given their paranoia, members
determine if the process has been breached. of the Purple Hand rarely know the names of other
members outside their own small cell.]
In the event the PCs attempt to follow, the
contact takes off running in an attempt to shake If the interrogation takes place after 14
the PCs off. Should the contact realise capture Sommerzeit and before 17 Sommerzeit, the
is inevitable, he will shout out “Njawrr’thakh contact will also know there are rumours of a
‘Lzimbarr Tzeentch” and then ingest the meeting taking place in the next few days. The
contents of the vial he pulls from a pocket. The exact date and location is unknown. If the
contents are a lethal dose of Nightshade. interrogation takes place on 17 Sommerzeit, the
contact knows the meeting will take place in an
There is a chance the PCs will come up with a abandoned tenement near the centre of the
creative way to capture a contact after a couple Drecksack Slums [location B] after sunset. The
attempts at doing so. If this occurs, the PCs are location was selected since it is widely known that
likely to follow the interrogation techniques no Watch patrol walks the streets of this district or
described above. Only by persistent and those of the Sindelfingen [location A] after sunset.

Purple Hand Cultist


M WS BS S T W I A Dex Ld Int Cl WP Fel
4 35 20 3 3 7 40 1 35 30 30 25 30 20
Skills: Concealment-Urban, Disguise, Dodge Blow, Follow Trail, Read/Write (Reikspiel), Secret
Language-Guilder (Purple Hand Cult), Shadowing, Silent Move Urban
Equipment: Hand Weapon (Sword or Club), Leather Jack (0/1AP Body), 1 Incendiary (carried for
anarchist), Clothing with some purple colour, and Purse (3 GCs, 10 shillings, 22
pennies)

Standard Purple Hand Cultist Contact


M WS BS S T W I A Dex Ld Int Cl WP Fel
4 35 20 3 4 7 40 1 35 32 33 31 33 25
Skills: Concealment-Urban, Disguise, Dodge Blow, Follow Trail, Read/Write (Reikspiel), Secret
Language-Guilder (Purple Hand Cult), Shadowing, Silent Move Urban
Equipment: Hand Weapon (Sword or Club), Leather Jack (0/1AP Body), Clothing with some
purple colour, Vial with double dosage of Nightshade, and Purse (3 GCs, 10
shillings, 22 pennies)

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Seeking Information
If the PCs have been successful in gaining of 18 Sommerzeit, more information becomes
information from the unsavoury elements known amongst the criminal elements. The
earlier, they may try the same approach again. process the PCs have to go through to gain the
This is made more difficult as the mere following information is the same one described in
presence of the Purple Hand is generally of the earlier section It Takes a Thief. The GM
little importance to the crime lords and gang should portion out this information as the situation
leaders. As the dates get closer to the meeting and timing warrants:

Gang Contact’s
Location Affiliation Appearance Information gathered*
Griffon’s Francesco Swarthy type !" A new gang must be forming in one of the East End
Pothole, Sarducci (Estalian or slums.
Beasts of Tilean) !" Unlike the Kislevite gang there, many of the new
Myrmidia, thieves are Altdorfers.
Wayfarer’s
Rest !" Something is disrupting this gang since members
seem to be edgy about something.
!" Rumours have it that the members of the gang will
gather together to watch their bosses fight it out for
control of the gang.
Drunken Dieter Reiklander !" Leaders of an East End gang are occupied in a power
Bastard, Schneider struggle.
Knights’ !" Unlike other Altdorf gangs, this one has made to no
Hovel, the attempt to contact other gangs in the area.
Gladiator,
Cowardly !" The Purples (a nickname given to the gang as each
Tilean member has some article of clothing in that colour)
regularly across the Reik to the western districts for
some unknown purpose.
!" A gathering of Purples is rumoured to be taking
place in one of the squares in the Slums soon.
Holy Independent Wild-eye, drug- !" So long as the new gang forming n the slums don’t
Hammer of (supported crazed cross the real power in the East End, there will be no
Sigmar by Vesper individual warfare between gangs.
Klasst) !" Ivan Putin’s Kislevite gang has had no contact with
the new gang.
!" The “Do Nothing” gang is an odd bunch. They
haven’t tried to encroach on the turf of any of the
established criminal groups.
!" Keep out of the Drecksack, the “Do Nothings” are
gathering for some purpose in the next day or two.
Boatman’s Fish River rat with !" A new gang in the East End, eh? So long as they
Inn Mohawk don’t hook up with the Hooks, we won’t pay them
any mind.
Unke’s Hooks River rat with !" Anyone wearing purple must be a friend of the Fish,
Spelunke boathook on belt mark my words.

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The Return of Doktor Fassbinder Unfortunately, malicious rumours have begun to
Although the PCs think him dead, Doktor circulate about the soon-to-be scant supply of ale
Quintus Fassbinder is very much alive and should the heat wave continue.
actively learning what he can about the Purple
Hand. Whether the PCs have also been The Hangman’s Tavern [location 11] is one of the
aggressively pursuing the Purple Hand or not, establishments on Three Toll Bridge [location e],
the good Doktor has the following delivered to which connects Temple Street (Tempelstrasse) to
them in the early morning of 15 Sommerzeit: Luitpoldstrasse and the Street of a Hundred
Taverns. The tavern gets its name from the old
*****Handout #14***** practice of hanging river pirates and smugglers
from the bridge. Many from the legal
Don’t be fooled by the continued establishment in Altdorf frequent the Hangman’s.
incarceration of the Chancellor.
The Three Toll Bridge is among the safest since
The Purple Hand has not been the City Watch heavily patrols it as well as the
destroyed by his arrest. Already Emperor Karl-Franz Bridge to the north. There
one individual, maybe two, seek are also a number of shops which line the sides of
to unite several large cells under Three Toll Bridge.
his leadership. Meet me at the
Hangman’s Inn on Three Toll When the PCs arrive at the tavern, they are tired,
hot, and sweaty. What’s worse is a fair number of
Bridge at noon. customers are likewise uncomfortable and short-
tempered. The PCs will have to proceed with care
QF because there are few things worse than foul-
tempered lawyers with too much time on their
hands. The common room is quite sizeable and
If the PCs ask the innkeeper who delivered the uncommonly bright. Large windows look out
note, Amschel Lenard describes the grey-haired towards the North River Gate and over the River
man as being in his mid-50s and thinly-built. Reik. Should one look out towards the left, one
The man was dressed well, in a rather careless could see the gallows used to hang the pirates and
manner. He reminded Amschel of a scatter- smugglers. On the right is a bar behind which the
brained doktor from the University. The PCs tall, rather imposing barkeep plies his trade.
should not need much help to recognise the
description of being that of Doktor Fassbinder. Kurt Mengs is a former Imperial executioner and
torturer who decided – with little argument from
Should the PCs depart to meet the good Doktor at his superiors – it was time for him to do something
the appointed time, they will have to cross entirely different. So, he retired and used his
Altdorf as the city bakes under a stifling heat. savings to purchase this establishment from its
Metal objects will become hot to the touch and former owner (who was ironically hung outside
the PCs must take precautions with such objects. this tavern after being found guilty of embezzling
funds when he worked at the Imperial treasury).
Not surprisingly, markets have closed early as Should the PCs ask about a thin, old man in his
the heat wilts fruits and vegetables and spoils fifties, Kurt points to the stairs leading upwards
fish caught from the Reik. Many shops close (on the PCs’ left) and instructs the PCs to go to the
their doors in order to escape the heat of the first room on the left at the top.
day since so few customers are willing to
venture forth (this lasts for about the three In the event the PCs want to order some ale to
hours). Even the brothels have stopped doing wash down their thirst, Kurt has the standard,
business during the day – which was rather watered down variety for only 1 shilling a pint (up
slow for them anyway. The only businesses from the usual 9 pence). He also has his own Reik
doing well are Altdorf’s taverns. Bitter for 6 shillings a pint (up from 2) and Altdorf

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Gold lager for 5 shillings (up from 1). Both When he finishes, Fassbinder tells the PCs t he has
specialties are fairly good, but getting in shorter done all he can to gather information on the Purple
supply. Kurt is contemplating raising the price Hand’s recent activities. He hopes they will
of these two by an additional 2 shillings each follow through and crush them. If asked,
and the standard fare by another 3 pence a pint. Fassbinder does not have much more information
Many of the patrons have grumbled about the to share with the PCs. He certainly hasn’t heard
prices, but not loud enough for Kurt to hear. about the murder of the Chancellor in the cells.
The Imperial Palace has put a lid on this
Following Kurt’s instructions, the PCs reach development.
the slightly ajar door. All is quiet and the PCs
might suspect a trap. Should they charge into Should the PCs comment about what reward they
the room, a surprised Doktor Fassbinder should expect by putting their lives on the line,
quickly turns from the window overlooking the Fassbinder looks at them startled. The Doktor has
Reik and towards the PCs saying, “Oh my. put his own life at risk with the hope he could help
That was a rather exaggerated entrance, don’t put someone with honour and valour – such as the
you think? I just left the door ajar to help your PCs – in a position to rid the Empire of a canker
way here.” He then motions them to sit at the within its heart. Fassbinder will be genuinely
table while asking the last to enter to “please upset if the PCs have been looking for some
close the door behind you.” On top of the table monetary reward for their efforts (and he certainly
is a decanter of red wine and enough glasses for doesn’t have any money to offer these
each of the PCs and Fassbinder. mercenaries).

The PCs are likely to start by asking Herr With nothing else to offer, Fassbinder says his
Doktor about the corpse in his office and the final good-byes to the PCs. He is taking a boat to
effort to fake his death. Fassbinder explains Ubersreik since he is certain it is only a matter of
what happened (described above in Another time before the Purple Hand uncover his charade
Murder or Two) and comments that faking his and come after him. He wishes the PCs blessings
death had given him some freedom of actions. from all the gods in order to protect them from
The risk, of course, is any opponent may come whatever plans the enemies of the Empire have in
to realise Fassbinder faked his own death. store for them. Finally, Fassbinder asks the PCs to
stay for a time while he quietly departs.
With that out of the way, Fassbinder informs the
PCs of what he has uncovered in the last few days: A Time to Kill
With the information provided by the late
!" The recent reversals in the Chancellor’s Chancellor fresh in his mind, Captain Erwin von
fortunes have not caused any irreparable Mühlerberg has come to the conclusion the PCs
harm to the Purple Hand. are the single most dangerous obstacle to the
!" A middle-aged Middenheimer man is seeking success of the Purple Hand and his effort to
to unite the Purple Hand under his banner. become its new leader. To this end, von
Mühlerberg moves quickly to secure the services
!" A meeting is being planned for either the of a sociopath assassin, Eugen Klopstock.
night of 17 or 18 Sommerzeit somewhere in
the Slums. In the dark recesses of Altdorf’s criminal world,
!" The leaders of the various cells are Eugen has a reputation of a killer who prefers to
expected to be at the meeting. kill his quarry up close. If he is hired to take out
several targets, Eugen tries to isolate them in order
!" There is also rumour that someone close to to increase his chances for a kill. Should the
the Crown Prince is also a member of the quarry not co-operate to this extent, Eugen is not
Purple Hand. averse to tossing a bomb into a room to scatter the
!" The Purple Hand is very aware of the PCs quarry or wound them enough so he can succeed
and some of their recent activities. at his task. Though mentally unbalanced, Eugen

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is not stupid. He knows a fight with several tactic. He assumes the PCs will have set a watch,
individuals at once does not represent good so the assassin approaches from a blind side. He
odds. The assassin prefers to withdraw from a will then scale the wall of the inn and slowly make
fight with the aim of returning to finish the task his way towards the PCs’ room. If the PCs are on
at a time and place of his choosing. the top floor, Eugen quietly makes his way on the
rooftop. Should the PCs lodge on any other floor,
When the PCs return to the their lodgings at the then Eugen works his way to the room above –
Imperial, they find the door is still locked (if even taking the time to slay anyone residing there.
the PCs have not locked their door, Amschel Once he gets into position, Eugen secures a bomb
has undertaken that precaution for them). The with a forty seconds (4 round) fuse to just above
PCs enter after unlocking the door and find a note the PCs’ window. It takes Eugen about thirty
placed where they could not miss it. It reads: seconds (3 rounds) to place the bomb and light the
fuse. Once lit, Eugen moves towards the other side
*****Handout #15*****
of the building and climbs down to the street.
The former Chancellor was found
murdered in his cell this morning. Any PC awake when Eugen comes towards their
Be on your guard. Whoever killed room may attempt a Listen test for soft noises
(+10 for Acute Hearing) to hear the soft footsteps
him might have learned about your
above. A second Listen test for soft noises (+10
activities. for Acute Hearing) can be attempted in order to
take notice of Eugen setting the bomb up and
The PCs may not know what to make of the lighting the fuse. A third and final Listen test for
warning. Should they ask Amschel if he soft noises (+10 for Acute Hearing) can be tried to
allowed someone else the key, the innkeeper hear Eugen retreat from the bomb as well as the
becomes offended by the suggestion. hissing sound of the fuse burning down. Eugen
“Certainly not,” he thunders. “This will then scamper to a place where he can observe
establishment provides itself on looking after the exploding bomb as well as its effect on the PCs.
our customers. I can assure you no one asked
for, much less obtained, a key to your rooms.” The resulting blast covers an area with a radius of
8 yards. The walls (T6) and ceiling (T7) offer the
While the PCs may not know who sent the PCs some protection from the blast and are unhurt
warning, it could not arrive soon enough. (other than the ringing in their ears, Listen tests
have a modifier of –20 for the next 2D6+4 turns).
Near midnight of a very warm night on 15 In contrast, those within three feet of the windows
Sommerzeit, Eugen has found a perch near the receive D3 S3 hits from the shattered shutters.
Imperial where he can watch the PCs through
the window of their room. PCs with the Sixth As the PCs recover from the blast, D3 Watch
Sense skill can feel they are being watched patrols converge at the scene and arrive within
from outside, but not from where. Any PC who 2D6+2 rounds. If he can, Eugen will try to pick
tries to close the shutters becomes a target for off a badly wounded PC with his crossbow.
the assassin’s crossbow. The tip of the bolt is Otherwise, he shoots at the most vulnerable target
not poisoned at this stage since Eugen wants to before retreating into the shadows. If he can,
get a look at how the PCs react to crisis. Eugen Eugen will silently move to another vantage point
does not expect to get lucky with his first shot. to watch what happens next.
Should the PCs retreat, but leave the window
opened, Eugen will take one more shot at the If the PCs wait around, the Watch accost them
same individual. If no such shot presents itself, looking for answers to their many questions. A
Eugen retreats at this time. large crowd of on-lookers, many in their
nightshirts, gather to learn what is transpiring.
In the event the PCs have shuttered the window Many whisper that the bombing is clearly the
before the assassin arrives, Eugen tries another work of Ulricans. Meanwhile, the lodgers at the

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Imperial are filing out of the inn with their through the narrow alley and streets of the
possessions. No matter what they have to pay, Oberhausen and Süderich districts. He will ascend
they plan to find accommodations elsewhere. to the rooftops in order to separate the PCs in
Several are wounded by the blast while others pursuit. Should one or two climb after Eugen
look dazed. Amschel is beside himself, using Scale Sheer Surface, the assassin leads them
shocked at his misfortune. As he looks at the across the rooftops to a point where their fellows
damage, the innkeeper realises the explosion on the ground cannot assist them. Eugen then
was near the PCs’ room. His anger growing, turns on the pursuers and tries to kill them in
Amschel curtly tells the PCs he can no longer accordance to his contract. If the fight goes
allow them to stay. against him, Eugen will run again.

The Watch offers the PCs a stay at the Barracks Eugen’s goal is to eventually lead the PCs across
so long as they cooperate. This is not a long- the Reik and to the Reikerbahn district, his home
term solution, but it will give the PCs a safe turf. The number of dark alleys and narrow streets
place to consider what this event portends. in the district will allow him to travel rooftop to
rooftop, putting distance between himself and
Should a PC with Night Vision spot Eugen those on the ground. His familiarity would also
moving in the shadows by successfully passing allow him to double back on his pursuers so he
an Observe test (+10 for Excellent Vision, +10 can set up ambushes to weed out his opponents.
for Sixth Sense), the PCs can give chase in an
attempt to engage the assassin. If they do so in Eugen will continue this game until the first light
front of the Watch, they will be commanded to of dawn, unless he kills the PCs or they him.
halt and return for questioning. With so much When light shows in the East, heralding sunrise,
to do, the Watch will not move against the PCs Eugen slips away back to his lodging near the
should they choose to ignore the Watch’s Altdorf Sanatorium [location 65]. If allowed to
command and race after some unseen assailant withdraw, Eugen will sleep until late afternoon
and then start to hunt the PCs a few hours before
Recognising the PCs intent to confront him, dusk. Eugen only attacks at night when he can
Eugen takes off in a seemingly haphazard path take advantage of the shadows.
Eugen Klopstock, Assassin for Hire
Eugen is a psychopath and member of the Kháinite Cult of the Red Death. He is a firm believer in
looking into the eyes of those he murders before mutilating the victim’s corpse, including cutting
out its eyes. Eugen will continue after his intended victim if he is unsuccessful at killing the
target. If there is more than one target, Eugen will take them out one by one. Alternatively, he
might get them at one go with a bomb.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 67 64 4 5 13 64 4 63 49 55 56 54 45
Skills: Acrobatics, Concealment-Rural, Concealment-Urban, Disguise, Follow Trail,
Marksmanship (Crossbow), Night Vision, Prepare Poison, Scale Sheer Surface,
Shadowing, Silent Move Rural, Silent Move Urban, Sixth Sense, Specialist Weapon-
Bomb, Specialist Weapon- Fist, Specialist Weapon- Incendiary, Specialist Weapon-
Parrying, Specialist Weapon- Throwing Knife, Strike Mighty Blow
Equipment: Sword, Mail Shirt (1AP body) under black tunic, Crossbow (R 32/64/300, ES4, 1 rd
to load, 1 rd to fire) with ammunition, 4 Throwing Knives (R 4/8/20, ES C), Garrotte,
4 Bombs (R 2/6/10, ES 6), 4 Incendiaries (R 2/6/10, ES Fire), Grappling Hook and
10 yards of rope, Five Dosages of Poisonous Paste (Adder Root, WFRP, page 82)

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Had Enough “Now the person observing our conversation from
No matter how the PCs spent the night of 15 the outside has been removed, allow me to cut to
Sommerzeit, they should return to the Imperial the chase,” Count von Walfen comments. He tells
to pick through the destruction to find anything the PCs:
they might have lost before noon. The day is
scorching hot, so it’s unlikely Amschel will get !" The Chancellor was murdered in his cell
any help repairing his inn until late in the sometime during the night of 13 Sommerzeit.
afternoon and morning. It is unlikely he will !" The manner of his death indicates someone
greet the PCs. wanted him silent before he could reveal more
information to the Imperial interrogators.
Theobald Haushofer is standing in the shade
nearby, avoiding the rays of the hot sun for as !" The Chancellor did confess to being a member
long as he can. He was been instructed to wait of the Purple Hand, a revelation made obvious
for the PCs to return and escort them to the by the tattoo he had on his torso.
Harbourmaster (Hafenmeisterei) [location 50] !" The Chancellor did confess to his role in the
in the Docks district. Theobald leads the PCs scheme to poison the Emperor.
across Three Toll Bridge to their destination.
The River Patrol Barracks are located on the !" Up to his death, the Chancellor refused to
first floor, which provides some security for the name any co-conspirators.
Lord Harbourmaster. The office of Minister !" The Chancellor claimed to not have known of
Count Siegfried von Walfen, the head of the anyone masquerading as the Sigmarite priest
Imperial River Patrol (covering the rivers named “Brother Karl.” [GM Note: if the PCs
within the Reikland), is located on the east side did not communicate this to Priestess Inga,
facing the confluence of the Rivers Reik and Count von Walfen got this information from
Talabec. those that tortured Gustav Fokker].
Upon reaching von Walfen’s office, Theobald !" The Chancellor’s murderer is likely to either
knocks three times before opening the door and be a member of the Imperial Court or someone
showing the PCs in. The elderly gentleman in the Crown Prince’s entourage.
then closes the door and departs. Count von !" Last night’s bombing at the Imperial was the
Walfen closes the ledger he had been reviewing work of an assassin, most likely hired by the
when the PCs entered and motions them to be person who killed the Chancellor.
seated. There are three chairs and a sofa in the
office. The Count sits behind his desk. A map !" There are rumours of a gathering for the night
of the Reikland hangs from the wall at the back of 18 Sommerzeit somewhere in the East End
of von Walfen. districts. The Count wants the PCs there to
observe, and disrupt, whatever activities are
While he periodically scans the scene outside being undertaken.
his window, Count von Walfen politely greets !" If possible, Count von Walfen wants the PCs to
the PCs, commenting on the beastly heat wave. arrest the ringleaders using the authority
After the courtesies have been dispensed, the granted by their charter to the Temple of Mórr.
Count asks the PCs about their activities since This has been cleared with Priestess Inga.
they last met. In turn, the Count answers most
of the questions the PCs raise in the most !" The Count will have other men there, but none
general of terms. Von Walfen will tell them the are as “skilled” in what may be required as
Emperor’s health is improving and His Imperial the PCs.
Majesty will soon turn his attention to the war. !" The Count will not bring in any other groups –
such as Knights, Garrison, or Watch – for fear
PCs who pass an Observe–10 test note the enemies of the Empire might sense the ambush
Count surreptitiously nods his head on his last and scatter.
glance out the window.

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Once Count von Walfen has laid this out to the Should the PCs seek out Priestess Inga, they will
PCs, he will answer whatever questions they find her preparing to leave Altdorf. If asked why,
have. He cannot elaborate much more on the the Priestess informs the PCs she has received
information above, nor is he certain who the word of possible acts of Necromancy in the
spy is within the Imperial Palace. Von Walfen eastern Stirland. Given the Emperor is safe and
has his suspicions, but he does not feel he is in Count von Walfen has returned to his role in the
a position to reveal these names at this time. Council of State, it is time for Priestess Inga to
perform her duty as the Indagatrix Grandis of the
On the matter of the assassin, Count von High and Chivalric Order of Deserved Rest.
Walfen asks the PCs to explain the attempt on Priestess Inga profusely thanks the PCs for all they
their lives in detail. He is eager to learn of the have done for the Empire. She tells the PCs she
killer’s method of operation as the information hopes that their paths cross again in the future and
could help identify the assassin. If need be, the wishes them well.
Count reveals many of the assassins operating
in Altdorf have certain methods they employ in At the appointed time, the PCs should make their
dispatching their targets. His organisation is way to the Royal Conservatory. When they get
acquainted with most of these people and, there, they will see Count von Walfen surrounded
when the need arises, employs certain by several bodyguards. As the PCs approach, one
individuals for specific tasks. Given the of these men cut them off. He informs them in a
information the PCs can impart, Count von loud voice that the Count is a busy man and they
Walfen is certain his organisation can put a should make an appointment if they have business
name to the assassin. He tells the PCs to meet with him. In a quiet voice, the man adds, “The
him in front of the Royal Conservatory [location man you want is Eugen Klopstock, an assassin
25] in Oberhausen two hours before dusk. who lives near the Altdorf Sanatorium. If you
don’t find him first, he will keep after you until
Before the PCs depart, Count von Walfen tells you are all dead.” Finally, the man adds loudly,
them the Emperor has another task for the PCs. “So off with you then.”
The details are still being debated, so nothing is
final as yet. The Count expects there will be In addition to now knowing the assassin’s name, the
something breaking by 20 Sommerzeit. PCs know where they can find the killer and that he
will come after them if they do nothing more. The
The PCs have some time to kill before meeting PCs can either set their own ambush or take the
Count von Walfen later in the day. As they fight to the assassin. No matter what the PCs do,
walk the streets of Altdorf, they can see Eugen will find them in about an hour or two later.
tempers are running short in the heat. They can
see the commotion of people arguing and a few Eugen is a cagey hunter. The PCs will have to be
fights, especially along the Docks. There are very crafty to catch him in any ambush since
no stevedores working as few ships are making Eugen is very good at detecting any such trap.
port during this part of the day.
The encounter will most likely be a repeat of the
At some point in their travels, any PC with running battle of the previous night. If he can,
Sixth Sense realises the group is being followed Eugen wants to finish what he started the night
again. About 20 yards behind them and off to a before. The PCs also need to finish this
side, two men from the poor class are trailing confrontation so they can get on with their lives.
the PCs. Should the PCs make any motion
towards them, the two break off and retreat Altdorf Burning
down another street or back in the opposite Should the PCs investigate the East End districts
direction. The two cultists have no intention of on the night of 17 Sommerzeit, they will find
getting caught and questioned. They were nothing other than the typical day-to-day squalor
simply told to follow the PCs for a few hours of the area. There is, of course, the problem with
and then return to the Boatman’s Inn to report Eugen Klopstock if he has not yet been killed by
what they saw. the PCs.

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The day of 18 Sommerzeit starts off ominously summoned to the meeting. The contacts and
enough. Nearly a week of extremely hot leaders of the three Ordos (each bringing a small
weather has created a dangerous situation in group of bodyguards) have been called to attend
Altdorf. Tempers are running very short, and this unusual meeting in order to address the recent
the ale has begun to run out. By mid-afternoon, troubles which have fallen upon the cult. After his
several brawls in taverns have grown into interview with Heinz, von Mühlerberg has made
rioting across the Imperial capital. A number contact with other members of the Altdorf chapter,
of people die in these riots, especially when the and has also decided to attend. All in all, roughly
ill tempered Watch show up and attempt to 60 people, have shown up. There are other eyes
quell the unrest by clubbing without restraint watching from a safe distance, notably those from
anyone involved. The authorities then call out the local Kislevite and Imperial gangs.
the Garrison and a number of Knights to re-
establish order. Once again, town criers proclaim The GM might want to add some encounters as a
a curfew from dusk-to-dawn has been imposed. means to convey the dangers of the Drecksack
Slums. As the PCs continue on their way to the
In fact, the curfew is only enforced in the Purple Hand meeting, any with Sixth Sense can feel
districts north of the Talabec and west of the the eyes of the Slums denizens on them. Some
Reik. The Watch generally avoids the East End larger groups of thugs (roughly 2D6+6 in number)
districts at night. If there is any “security” in might decide robbery is an acceptable risk if the PCs
these areas, it is what the various gangs have any outward signs of wealth (good quality
provide. Should the PCs wait until after dusk clothing, silk shirts or dresses, jewellery, etc.).
to make their way to the East End districts, they
will have to get past a Watch post established at Beggars with fleas and lice might also try their
the far end of the Sigmar and Mourners’ luck begging the PCs for coins or drink. Should
Bridges. A simple bribe of 1 GC per Watchman the PCs give out a copper or two, other beggars
(there are four at each post) will be enough to will give it a go. If the PCs foolishly give
secure passage to the rundown districts. The shillings or (worse yet) gold crowns, they will be
PCs can also gain free passage should they instantly accosted by 4D6+4 beggars also looking
present their warrant from the Temple of Mórr. for handouts. Among this group of beggars will
Furthermore, waiting until the Watch post is be 1D3 thieves (pickpockets) using the commotion
operating has the added benefit of freeing the as cover to rob the PCs of their purses and other
PCs from the low-ranking Purple Hand cultists easily concealable valuables. In the event the PCs
following them. find themselves in the presence of groping
beggars, there is a 10% chance that they will
Searching the area to find the likely meeting become infested with fleas, lice, or both.
place of the Purple Hand would take quite a
while without some help. The taverns in the Another possible encounter could be a situation
East End will easily name the Drecksack Slums where a young man decides he has the skill to take
as the least patrolled and most degenerated of down one of the “high and mighty snobs” from the
the districts. The free use of bribes (no more better parts of the city in a duel. The aggressor
than a couple of shillings lest the PCs want to might be doing this to impress a local gang (or a
be see as targets for robbery) will reveal that woman he fancies) of his fighting prowess or
strangers have been seen around the central simply because he imbibed in too much cheap
platz of the district. The PCs can learn there wine and spirits (or is high from drugs). It could
are several large, empty buildings within which also be the young man suffers from some
squatters live. These buildings are simple delusion, believes the PC to be someone who
shells with holes in the walls and roof. shamed him in some obscure fashion, and his
“honour” now demands satisfaction.
As the PCs enter the Slums, they may wish to
exercise more caution. The low-ranking Eventually, the PCs find the gathering is located in
members of the Purple Hand have not been a run-down, hollowed-out tenement at the

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southern end of the Dreckplatz. A number of of the Purple Hand. Brother Karl counters that,
the bodyguards have been placed in groups of while the previous leaders plotted against the
three to keep guard on the approaches to the Imperial powers, they have failed to see their
gathering. The guards will tug on their chin schemes reach fruition. In contrast, Brother Karl
and point to their left palm with the little finger succeeded in striking a blow against the hated
of the right hand as a signal for those Church of Sigmar with the assassination of the
approaching to give the proper countersign to Grand Theogonist.
pass. The proper response is for those
approaching to rub their right ear with the open Captain von Mühlerberg grins broadly. In a loud
left palm and point to the location of their voice, von Mühlerberg states that turning
Purple Hand tattoo with their right middle Brother Karl in to the authorities would certainly
finger. If still suspicious, the guards may cement his position with the Crown Prince, if not
require the approaching individual to show his the Emperor, and best position him to achieve
tattoo. If the proper countersign is not given, the Time of Changes rather than a Middenheimer
the guards will try one more time before raising who can only imitate a Sigmarite priest. Some
the alarm. The PCs will have to be quick to of the cultists cheer the Reikland captain’s
silence the guards. An alarm does not cause reasoning while others jeer. For a moment, the
the cultists to scatter at first, but send a larger two would-be leaders stare at one another. The
guard detail to handle the situation. The cult tension rises during the stalemate. Then, Captain
expects trouble from local gangs, not von Mühlerberg motions his men to arrest
authorities bent on the cult’s destruction. Once Brother Karl.
they get past the guards, the PCs should watch
from the shadows and keep their faces hidden To make matters worse, while the PCs’ attention
since they could well be recognised by any one has been drawn to the spectacle unfolding before
of the people here. them, a couple of the cultists nearby have noticed
the PCs. One of these cultists shouts out, “Kastor
Shortly after the PCs have positioned Lieberung is here!” Should the PC resembling
themselves, there is a commotion near the Kastor not be present, the PC will cry out that
adjacent corner of the building. Captain Erwin accomplices of Herr Lieberung are present.
von Mühlerberg and six of his men, all wearing
purple armbands, make their entrance. Before The meeting erupts into chaos. Brother Karl yells
the PCs could move in direction, a man stands above the noise of the surging crowd, “Let me
up on a table at the far end and calls for order. show you all how Lord Tzeentch deals with spies
If the GM has chosen so, any PC who was in and usurpers in his midst! Njawrr’thakh
Middenheim during the events in Power ‘Lzimbarr Tzeentch!” At that, eight Flamers
Behind the Throne will recognise the man as appear and begin their attack, four against von
the erstwhile Law Lord, Karl-Heinz Wasmeier. Mühlerberg and his men and the rest against the
Otherwise, the looks of Dr Karl Beier will now PCs. A number of cultists also join the fight,
have settled in the PCs’ minds. which keeps the PCs from closing to engage
Brother Karl.
With the audience’s attention, Brother Karl
tells them the Great Mutator has seen fit to One of the major complications in this fight is that
have the highest-ranking member of the cult the heat wave left Altdorf a tinderbox. With
fall into the hands of the enemy. He continues flames shooting all over, the building easily
to say this is the sign from the Changer of the catches fire, as do some of the panicked on-
Ways that new leadership is necessary to bring lookers. Fighting against the Flamers and the
about the Time of Changes. The crowd is more bloodthirsty cultists, the PCs fail to see some
uneasy and many voices can be heard talking to of those cultists aflame running out of the building
one another. At this point, Captain von in blind fear. In their fright, these cultists spread
Mühlerberg raises his voice questioning why an the fire to other dried, close-packed buildings.
outsider should be agitating for the leadership Soon, the entire Slums are in flames.

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Although Brother Karl has disappeared in the rapidly and many people are ablaze and running for
confusion, Captain Erwin von Mühlerberg is their lives -- an act that ensures the fire will spread
another matter. Once the “Kastor Lieberung” and the victim will die from their burns. The PCs
is identified, von Mühlerberg is anxious to be find themselves quickly surrounded by the fire and
rid of the PCs, seemingly unconcerned about smoke. If possible, the PCs need to cover their nose
the fire around him. He redirects his men and and mouth with a wet cloth (there are a few wells
other nearby cultists to dispose of the along the way) in order to prevent smoke inhalation.
“Sigmarite interlopers” who have interfered The wet cloth will dry after about ten minutes and
with the schemes of the Purple Hand for too will need to be wet again. PCs without the damp
long. The Captain stands back to assess the cloth will have to take a Toughness test every turn
PCs’ fighting ability before he personally (minute). Failure means the PC has breathed too
wades in. The PCs have a choice to flee from much smoke that is represented by a reduction of
or fight within the burning building. The fight the character’s T by 1 and W by 2 (no reduction due
only lasts for 3 rounds before a large section of to T and armour). Once either characteristic
burning roof falls killing a number of the reaches 0, the PC falls unconscious and will die if
Purple Hand cultists fighting the PCs. The PCs not helped to safety by their companions.
should make Listen tests for normal noise (+10
for Acute Hearing) to hear the roof give way. Other dangers for the fleeing PCs come in the
Those who fail or do not get the test must make form of flying embers and collapsing buildings.
an I test to leap out of the way of the falling With the former, there is a cumulative 5% chance
roof. A failed roll of 30 or less means that the for every 10 minutes the PCs are within the raging
PC takes one S6 hit. Failure of 30 or more inferno that their clothing will catch fire (it will
points results in 1D3 S6 hits. This burning take the PCs around 30-40 minutes to get clear of
section of ceiling separates the PCs from Captain the fire). Falling buildings can be easily avoided
Erwin von Mühlerberg and what’s left of his men. if the PCs spot it by passing an Observe+20 test.
If the PCs fail to notice the collapsing edifice, then
Cut off from the fighting, Captain Erwin von they can jump out of the way on a successful I
Mühlerberg uses the opportunity to escape the test. Should the PCs fail the augmented Observe
fire – and Altdorf – with as many of his men as test by more than 30, then they must take their I
he can. He realises it does not serve the Great test with a –20 modifier. PCs failing their
Mutator’s will for him to stay and suffer a respective I test receive one S3+D5 hit – if a
martyr’s death. Von Mühlerberg is certain the natural 6 is rolled, there is a 25% chance of
Changer of the Ways will grant him another exceptional damage.
opportunity to wreck his vengeance on the PCs.
If Eugen Klopstock is still alive at this point, he
In the heat of the fighting, any PC may make an tries to assassinate the PCs in their flight from the
Observe test (+10 for Excellent Vision) to blaze. The assassin is oblivious to the fire, even if
notice other buildings outside are on fire. The the PCs are not. Should the GM so choose, the
PCs should realise that, if they do not make a position Eugen uses to fire on the PCs collapses
move soon, they themselves might perish in the when its supports are sufficiently weakened by the
fire. Other PCs may make a Listen test for raging conflagration. Eugen could conveniently
normal sounds (+10 for Acute Hearing) to hear die in the fire or come back to haunt the PCs days
the shouting of alarm. Flaming pieces of the later when he recovers from his injuries.
roof and ash fall near the PCs. A quick look
around reveals no sign of Brother Karl. The By the time the PCs reach the edge of the inferno,
PCs have no way of knowing if he has fled or they will come across lines of people stretching
perished in the fire while struggling for from the river to a burning building passing
supremacy of the Purple Hand. buckets of water to throw onto an inferno while
passing back empty ones to refill. The PCs are
As the PCs flee, it looks like the entire East End free to join these efforts or continue to move away
of Altdorf is on fire. The fire is spreading to save themselves.

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The fire runs its course throughout the night. The PCs should be exhausted from the flight as
Sometime in the hours before dawn, a cooling well as sleepless nights dealing with the assassin.
northwestern wind rises and arrests the To make matter worse, they have no place of
spreading fire. By morning, small pockets of lodging. The PCs have several options. They can:
fire remain. The damage to the East End is (1) stagger back to the Imperial and plead with
extensive with a few spots, like the Morrwies Amschel to let them stay for the night (he will take
district, escaping much damage. Thousands of pity on them); (2) they can seek and gain temporary
people – many of whom are not counted in the refuge at the Temple of Mórr (the Priestess leaves
city’s official population figures – perished in the morning after the fire); or (3) they could break
the fire and many more thousands are made into Count von Walfen’s unoccupied flat across the
homeless. street from the Ulthuan Embassy.

Brother Karl, Purple Hand leader (Magister Novitiae)


M WS BS S T W I A Dex Ld Int Cl WP Fel
5 45 42 4 5* 11 74* 1 53 58 69 56 57 38
Skills: Arcane Language-Magick, Cast Spells (Petty, Battle Magic 1-3), Charm, Daemon Lore,
Evaluate, Herb Lore, Identify Magical Artefact, Identify Plants, Identify Undead, Law-
Empire, Lightning Reflexes*, Magic Sense, Magical Awareness, Meditation, Prepare
Poison, Read/Write (Reikspiel), Ride, Rune Lore, Scroll Lore, Secret Language-
Classical, Secret Language-Guilder (Purple Hand Cult), Sixth Sense, Theology, Very
Resilient*
Magic Points: 44
Spells: Petty: Curse, Gift of Tongues, Magic Alarm, Magic Flame, Magic Lock, Marsh Lights,
Produce Small Animal, Reinforce Door, Remove Curse, Sounds, Zone of Cone, Zone of
Silence
1st: Aura of Resistance, Cause Animosity, Fireball, Immunity from Poison, Steal Mind,
Wind Blast
2nd: Cause Panic, Mystic Mist, Smash, Zone of Steadfastness
3rd: Animate Sword, Arrow Invulnerability, Magic Bridge
Equipment: Sword, Dagger (S-2, I+10, Parry-10), recently obtained Ring of Summon Daemonic
Beasts (1 spell only), 3 vials of manbane, 2 vials of Nightshade, sling bag of magical
components, and purse (28 GCs, 15 shillings, and 12 pennies).

Captain Erwin von Mühlerberg, Purple Hand leader

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 65 62 6 5 13 53 3 41 76 44 65 44 51

Skills: Consume Alcohol, Disarm, Dodge Blow, Gamble, Heraldry, Read/Write (Reikspiel),
Ride-Horse, Secret Language-Battle, Secret Language-Guilder (Purple Hand Cult),
Specialist Weapon- Parrying, Specialist Weapon- Two-Handed, Street Fighting, Strike
Mighty Blow, Strike to Injure, Strike to Stun

Equipment: Sword, Dagger (S-2, I+10, Parry-10), Sleeved Mail Coat (1AP body/arms/legs),
purple-coloured armband, and Purse (14 GCs, 20 shillings, 12 pennies).

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Standard Purple Hand Cultist

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 35 20 3 3 7 40 1 35 30 30 25 30 20

Skills: Concealment-Urban, Disguise, Dodge Blow, Follow Trail, Read/Write (Reikspiel), Secret
Language-Guilder (Purple Hand Cult), Shadowing, Silent Move Urban

Equipment: Hand Weapon (Sword or Club), Leather Jack (0/1AP Body), Clothing with some
purple colour, and Purse (3 GCs, 10 shillings, 22 pennies).

Standard Purple Hand Cultist in von Mühlerberg’s entourage (Soldier)

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 45 41 3 3 9 43 2 35 40 30 25 30 20

Skills: Disarm, Dodge Blow, Ride-Horse, Secret Language-Battle, Secret Language-Guilder


(Purple Hand Cult), Street Fighting, Strike Mighty Blow

Equipment: Sword, Dagger (S-2, I+10, Parry-10), Mail Shirt (1AP body), purple-coloured
armband, and Purse (5 GCs, 12 shillings, 10 pennies)

Flamers, Beasts of Tzeentch


Flamers (K’Chanu’tsani’i) have the most basic minds. They blindly follow the will of their master,
whether it is a Chaos Champion who summoned them, or a Lord of Change on the battlefield. If not
under any control, they will wander aimlessly, letting off gouts of flame at whatever takes their fancy.
Like Horrors, Flamers are bizarre creatures fashioned from pure Chaos, and are only semi-solid,
seeming almost transparent. They travel along the ground on a soft skirt of pinkish flesh like an
inverted mushroom. By taking air into this fleshy skirt, and expelling it rapidly, the Flamer can
move in a series of leaps and bounds. A Flamer has no head as such, but its eyes and gaping maw
lies between its long, trunk-like arms. The arms end, not in hands, but in open orifices from which
spit magical flames.
M WS BS S T W I A Dex Ld Int Cl WP Fel
9 35 45 5 4 11 40 2 0 90 0 90 90 0
Psychological Traits: Flamers are immune to all psychological effects, except those caused by any
god, Greater Daemon, Daemonic Prince, or Lesser Daemons.
Special Rules: Flamers may leap up to 18 years along the ground and up to 2 yards high. A
Flamer has 2 attacks, either bite or flame attacks (can be used in combination). Flamers
can either use their flame attacks in hand-to-hand combat or shoot them up to 12 yards in
any direction. If the flame attack hits its target, the target suffers a S8 hits in addition to
flame damage (WFRP, page 80). In hand-to-hand fighting, roll to hit as normal, if
successful the target sustains a S8 hits as for shooting. Flamers are immune to fire-based
attacks, even those of a magical nature. In addition, they cause Fear in all living
creatures and are subject to Instability.

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Last Man Standing gate is also crafted with the same care. As the PCs
The PCs will need several days of rest to regain begin to enter, two Knights Panther halt them and
their strength from their recent ordeal. ask the PCs to identify themselves and state their
Unfortunately, they won’t get it. business. Should the PCs show their Knights
Panther medallion, their two brethren salute them
Although a sixth of Altdorf has been consumed and allow them to enter. Otherwise, the PCs need
by fire, there is still work to be done. The to honestly answer the questions put to them.
destructive war in the east and north continues
unabated. The only good news is that the The guard at the door asks the PCs to hand over
Middenland army is rumoured to have retired their weapons in order to be admitted. The PCs
across the Reik. In the face of misery, the PCs may balk at this assuming another ambush. The
are called to duty again. guard informs them they have Baron Heinrich
Todbringer’s guarantee of safety should they
A Call to Duty comply. If the PCs continue to hesitate, a tall man
Wherever the exhausted PCs have found to appears behind the guard and instructs him to let
gain their rest, they will collapse into a deep them pass. “We owe these people our gratitude,”
sleep. The cool wind that blew into Altdorf has the man says with a smile. “I think we can trust
dropped the temperature drastically and ended them to keep their weapons sheathed so long as
the punishing heat wave. By late afternoon, the the meal is to their liking.” The man faces the
PCs begin to stir again. They also find they PCs, “I’m Baron Heinrich Todbringer and I am
have a visitor: Simon Helmholtz. glad to meet your acquaintance. Please, come in.
We have much to discuss.”
“It took us some time to find you,” Simon tells
the PCs. “Your presence has been requested at The PCs share a delicious meal with the Baron
the Middenheim House at 10 PM. The Altdorf before retiring to the parlour. Baron Heinrich is
residence of the Todbringer family can be keen to learn about the PCs’ activities since
found on Nordreik Strasse between the leaving Middenheim. He asks few questions,
Emperor Karl-Franz and Three Toll Bridges on preferring to intently listen to the details. Should
the University side of the Reik. Amschel the PCs mention the presence of Captain Erwin
Lenard has been paid handsomely for the von Mühlerberg or Karl-Heinz Wasmeier at the
damages to his establishment. He has been gathering of the Purple Hand cult, the Baron
requested to provide a bath for each of you and momentarily looks at the PCs in silence before
have your garments cleaned to ensure that you replying that he will discuss this revelation with
are presentable tonight. Please take advantage Count von Walfen in the morning. [GM Note: In
of the situation. It is quite important.” Once the case Brother Karl is Dr Karl Beier, the Baron
his message is delivered, Simon departs. will ask in detail about his looks, then ponder for a
second, before obviously realising the cultist’s
When the PCs are on the streets travelling to identity. If asked about it, he will say it suffices
their destination, they are likely to look around for the PCs to know that Brother Karl used to pose
to see if they are being followed. No matter as an academic in Middenheim].
how often they glance over their shoulders or
peer into shadows, the PCs will not see anyone When the PCs have finished, Baron Heinrich
on their trail. It may be too much to hope the smiles broadly and tells the PCs they have
fire completely destroyed the Purple Hand, but performed well. He also tells the PCs their service
it seems to have set back their operations. on behalf of the Empire is still indispensable.
“The Graf is coming to Altdorf for a conference
The PCs arrive at the Middenheim House and with the Emperor,” Baron Heinrich tells the PCs.
note the walls enclosing the property are eight “You have proven to be stalwart and resourceful in
feet in height and made of stone. A Dwarf PC the face of danger and uncertainty. I need you to
will notice the wall is skilfully and solidly built, ride north tomorrow morning on the Altdorf-
as if Dwarf-made. The opened wrought iron Middenheim Road. Join up with the Graf and his

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escort. With the recent situation between morning. Before they depart, the Baron hands the
Altdorf and Middenland, I don’t think the road PCs a sealed letter address to Grandmaster
is terribly safe.” More to the point, I think it’s Hermann von Plauen. “Take this with you. It’s a
time the Graf is reacquainted to the Knights letter of introduction addressed to the Grandmaster
Panther he sent to Kislev. You can even use of the Knights Panther. I would say it’s time you
the opportunity to see if you can find any signs met the head of your order.”
that Herr Wasmeier [Beier] escaped to the
North.” A Short Errand
The following table marks the events which will
The Baron waits for the PCs to agree to the take place across the Empire while the PCs ride to
task. He takes silence as an agreement and will meet, then escort, the Graf of Middenheim to
reproach the PCs if they should refuse his Altdorf. As before, the events in italics represent
request. Once the matter has been settled, the those affairs are occurring elsewhere. GMs should
Baron thanks the PCs and suggests they part note news of these outside endeavours take some
company so the PCs can be fresh in the time to reach wherever the PCs happen to be.

Day Events
19 Sommerzeit Rioting in Talabheim over the lack of strong support for the Ulricans force the
Grand Duchess to violently put down the insurrection.
20 Sommerzeit PCs depart from Altdorf in the morning and arrive at Frederheim by late
afternoon. Battle of Hermsdorf ends with a Stirland/Wissenland victory and
forces Talabecland to retreat to established defences near Lieske.
21 Sommerzeit PCs pass the shrine at the Shining Rock and arrive at Kutenholz by the early
evening. Grand Prince Hals and his Ostland army reach Ferlangen and attempt
to lift the siege, but fails miserably after a bloody engagement. Not only is the
relief Ostland army defeated, but Grand Prince Hals is mortally wounded by a
stray arrow.
22 Sommerzeit PCs arrive at the coaching inn of the Green Dragon.
23 Sommerzeit PCs arrive at Bröckel where they join Graf Todbringer and his entourage. New
Orc raids force von Raukov to send some of his army with Hertwig’s
Ostermarkers to the eastern frontier.
24 Sommerzeit Rioting erupts in Hergig in response to bread shortages. Attempts by garrison to
suppress the unrest fails and parts of the city burns.
25 Sommerzeit PCs depart Bröckel in the Graf’s entourage. The group arrives at the Green
Dragon by late afternoon.
26 Sommerzeit Graf Boris and the PCs arrive at Kutenholz after a day’s travel. New assault on
Ferlangen’s east wall is repulsed. The oldest son of Baron Nikse killed and the
youngest fatally wounded.
27 Sommerzeit The Graf and his entourage arrive at the Shrine of the Shining Rock for a brief
visit. The group continues on to Frederheim. The coffin bearing the body of
Grand Prince von Tasseninck reaches Wolfenburg. By proclamation, the Ostland
nobility elects Count von Raukov to succeed the late ruler as Grand Prince.
28 Sommerzeit By late afternoon, the Graf of Middenheim arrives in Altdorf. Reinforced by
mercenaries from Talabheim, Count Feuerbach defeats allied
Stirland/Wissenland army at Lieske.

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Death in the Drak Wald the clearing where the shrine and adjacent
The morning of 20 Sommerzeit continues the residential building are located. The tracks lead
cooling trend started in the dark morning hours straight to the Shrine of the Shining Rock. The
following the Great Altdorf Fire. The PCs will creatures spread out about ten yards from the
find their horses saddled and ready to go when clearing and entered it in that fashion. PCs with
they arrive at Alder Stables. The saddlebags the Follow Trail skill need to pass an Int test to
include a week’s worth of dried provisions. determine that the distance between the hoof
prints indicates the creatures were moving slowly,
The trip to Frederheim is rather uneventful. presumably sneaking up on the people residing at
The countryside is rather quiet, as if the nearby the shrine.
warfare has not reached this part of the
Reikland. Dark clouds gather in the late If the PCs call out, there is no response. PCs find
afternoon, suggesting rain may plague travel no signs of a fight unless they open the door of the
the following day. The PCs are able to secure domicile. All of the prints of the assailants lead to
rooms at the Rowan Tree Inn without difficulty. this building and with another set tracking blood
There is little traffic between Altdorf and departing westward. The inside is awash with
Middenheim these days. The rain only lasts the blood, bone, and gore. Streak marks show that
night, but it comes down heavy. The highway bodies had been dragged before being (from all
north turns from a dusty road to a muddy one. signs) carried away. Holy symbols for the Sigmar
Other than the occasional puddle, the road and Ulric cults are strewn about a decapitated and
remains passable. The PCs will not find any mutilated head, seemingly of a priest. Other than
signs that “Brother” Karl passed this way the signs of a struggle, the rest of the interior has
been left untouched.
Shortly after the PCs have crossed the
Middenland-Reikland border, they come across The PCs can easily follow the tracks into the
the large white boulder on their left with the forest. Several hundred yards within the cover of
path leading to the Shrine of the Shining Rock. the trees, the PCs come to a small clearing where
The carved symbols of Ulric (on the north face) the remains of the eight men from the shrine, as
and Sigmar (on the south face) are visible. PCs well as three Beastmen, are found. Many of these
looking at the trail and road will notice a bear bite marks, indicating the victors feasted on
number of cloven hoof prints on the ground. their victims as well as some companions. The
PCs with the Follow Trail skill need to study absence of a campfire at the site indicates the
the ground for a few minutes to determine there Beastmen ate their victims raw.
are twelve bipedal creatures moving from the
northeast to the west. The group clustered at From this area, the hoof prints turn towards the
the crossroad before moving on. The PC north. PCs with the Sixth Sense skill will get the
studying the tracks needs to pass an Int test to feeling hateful eyes are watching the group. The
estimate that these were made approximately watching Beastmen make no move towards the
five hours before the PCs arrival (around dawn). PCs at this time. They have doubled back on
their trail to rest after their meal and were starting
The PCs might attempt to climb a tall tree to to move when they heard the PCs. The Beastmen
see if there is any smoke about a half-mile to are waiting to see if the PCs follow their trail.
the west. PCs with the Scale Sheer Surface Should the PCs turn and leave the area, Gurg will
skill can make it up a forty-foot tree with little lead his warband northward to the village of
trouble, but the PCs without the skill must pass Himbergen, approximately 12 miles northwest of
a Dex test for every ten feet of tree climbed. Kutenholz. Along the way, he will pick up
Once in position, the PCs do not see any another 9 Beastmen, bringing his total strength
smoke. This is not necessarily a good sign. (including himself) to18. The plan is to pillage
and burn the village while making off with
Should the PCs investigate the situation, the enough captives to sacrifice to Tzeentch as well
forest grows eerily quiet the closer they near as fill their bellies.

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If the PCs are determined to avenge those who (including the leaders of other Beastmen packs),
died at the Shrine, they will push ahead. Once there will be no retreat by the Beastmen. The
they are in the forest, the PCs hear a howl just children of Chaos will only break from combat if
before the Beastmen attack them from all sides. Gurg is killed
Due to Gurg’s hatred of all who oppose him
Gurg, Beastman Leader
With the death of Anders Köhler, Gurg’s warband has moved from the Drak Wald region south of
the Schadensumpf to the Altdorf-Middenheim Road, with a higher population of potential prey.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 88 45 4 5 14 50 2 40 39 34 39 34 10
Equipment: Hand weapon
Mutations: Iron Skin (5AP all over), Manic Fighter (Hates any opponent within 24 yards),
Weapon Master (WS+27*)

8 Beastmen
Unless specified otherwise below, the beastmen all have goat’s heads with a brownish coloured fur
and the following profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 25 3 4 11 30 1 30 29 24 29 24 10
Equipment: Hand weapon, Mail Shirt (1AP body) on four beastmen from deceased templars.
Mutations:
Beastman #1: Beaked (A+1, bite attack)
Beastman #2: Face of a Flamer (A+2, bite attacks)
Beastman #3: Transparent Skin (cause fear)
Beastman #4: Hypnotic Gaze (opponent within 12 yards must pass a WP test to avoid eye
contact. If failed, opponent rooted to spot and cannot move or perform any
action).
Beastman #5: no mutation
Beastman #6: no mutation
Beastman #7: no mutation
Beastman #8: no mutation

Escort Duty arrived injured from their battle with Gurg, there will
Whether the PCs have dealt with Gurg or not, be an herbalist in the inn who will assist wounded
they will be able to reach Kutenholz without any PCs for a small consideration. Should the PCs
further difficulty. They can stay at the Inn of the inquire about newly arrived visitors (other than
Sleeping Dryad; one of the Four Seasons-owned themselves), they will learn a number of the men are
coaching inns along the Altdorf-Middenheim members of a delegation from Carroburg who are
Road. The inn is rather crowded compared to the travelling to Middenheim to petition for an audience
Rowan Tree Inn in Frederheim. If the PCs have with Graf Boris Todbringer.
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Curiosity may win the day with some of the PCs. !" In exchange for this support, Carroburg is
Those who may wish to learn more will need to requesting that the Graf champion their cause
find a way to gain the Carroburgers’ confidence. of restoring the Freistadt status to Carroburg
One way is to buy the group of 8 merchants and that was revoked shortly after Gunther von
their 6 guards a round of ale, which adds a +10 Bildhofen became Grand Duke in 2329 I.C.
modifier to any Fel test for the gracious PC. If
Since the PCs are heading north, they might propose
the ale is of high quality, such as the locally
the Carroburgers allow the PCs to join them on the
brewed Drak Wald Dark (1/2 per pint), then the
road. Though the delegation reacts with hesitation,
modifier increases to +20%. Other appropriate
the mere mention of the roving Beastman warband
modifiers (+10 for Charm. +10 for Seduction
compels the group to agree to the PCs’ suggestion.
[female PCs only], +10 for Wit) also apply. Once
The night passes on without incident.
the PCs are accepted as friendly folk, they may
learn the following: The morning could bring a damning indictment of
!" The influential merchants of Carroburg the PCs hesitation to take decisive action if the
opposed the war with Reikland. PCs passed on pursuing and fighting the Beastmen
near the Shrine of the Shining Rock. The
!" The country nobility – who tend to be more wounded and frightened survivors of the attack on
anti-Sigmarite than the well-heeled citizens Himbergen stagger into Kutenholz in the early
of Carroburg – too easily swayed the Grand morning with horrid tales of massacre. Guilt-
Duke into a foolish course of action. ridden PCs might try to atone for their prior
!" The short war placed a lot of pressure on misdeeds by heading straight to the smoky ruins of
the trade upon which Carroburg so heavily the village, but they will get there too late to do
depends. anything more than burying what is left of the dead.
!" The Grand Duke showed himself to be an Travelling with the Carroburg merchants is a slow
inept military leader. process. They travel in two coaches driven by
!" Even his noble vassals are turning against their four guards. If they choose, the PCs could
him. easily outpace the coaches. The road north is
fairly void of travellers. The few who are on the
!" The delegation represents the mercantile road are moving south. If questioned, these
interests of Carroburg people reply there are rumours of the Middenheim
!" The delegation plans to present political army heading towards Altdorf. None have seen
proposals to the Graf in order to settle the the army, but they decided to move on to be safe.
rather tenuous position that the House of
von Bildhofen now finds itself. The PCs arrive at the coaching inn of the Green
Dragon by late afternoon. The PCs can easily
The members of the Carroburg delegation are gather from the innkeeper that the Middenheim
not willing to provide any further information, army has been encamped near the town of Bröckel
no matter how many pints the PCs purchase for for the past few days. In addition, the PCs can
them. Of course, a female PC who successfully learn another delegation of Middenlanders, nobles
seduces a member of the delegation could learn from the descriptions of expensive clothes and an
the following: arrogant manner, is a day ahead of them. This
means the group is already at Bröckel, no doubt
!" The delegation is proposing that the
pleading their case to the Graf. Should this news
powerful interests in Carroburg are willing
reach the merchants, they will become anxious.
to support any bid by the Graf to supplant
Still, they plan to push ahead in the morning.
the Grand Duke’s position as Elector and
ruler of Middenland. After another day of travel, the PCs find the
!" Such support would include financial Middenheim army encamped just south of
considerations, such as loans. Bröckel. Barricades have been erected around the

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camp as protection from attack with only two “Welcome, Knights Panther. I understand from
points of entry. Sentries in the livery of Baron Heinrich you have been in my outfit for
Middenheim guard these entrances asking over a year and a half. For my benefit, please
strangers seeking entrance to state their names identify yourself and the town of your birth.” The
and business – as well as turn over any Grandmaster pauses to allow the PCs to respond.
weapons other than a hand weapon or dagger – When they have done so, von Plauen continues, “I
before allowing them to pass through. can’t say I appreciate the act, but I certainly
understand its necessity. In any event, you are
The PCs are likely to depart from the welcome to have dinner with the Graf,
Carroburg merchants at this point since they Middenmarschall von Genscher, and myself
have their own business with the Grandmaster tonight. We very much want to hear about your
of the Knights Panther. As they near the activities since your return from Kislev. Baron
entrance, the sentries follow protocol and Heinrich is, shall we say, rather secretive about
question the PCs. After collecting the those who are under his command. You will be
weapons, the sentries direct the PCs to tie their summoned in two hours.” The Grandmaster turns
horses at the hitching post on the right. They towards his guards, “Von Gutzkow. Von Schelling.
are told the horses cannot be ridden within the See to our brethren’s lodgings. They have been on
enclosure. The PCs are assured the horses will the road all day and need some rest.” The
be cared for very well. Grandmaster nods his head at the PCs before re-
entering his tent.
The camp is quite sizeable and a PC with the
Estimate skill can guess the force is around The two Knights Panther escort the PCs to three
vacant tents (each can hold up to 3 persons) at the
2,000 strong. Many of the soldiers look like
edge of the encampment. If the PCs ask how the
mercenaries and irregulars, both wearing a
tents came to be unoccupied, the Knights Panthers
blue armband to indicate their allegiance to the comment the army often erects empty tents to
City of the White Wolf. A few look better store provisions as well as mislead any enemy
equipped with a blue sash around their waist, reconnoitring the camp as to the true number of
marking them as more elite troops. men at arms in camp. Should the PCs also ask for
the equipment they were required to hand over to
Once past the barricade, the Graf’s pavilion enter the camp, the Knights Panther inform the
can easily be seen in the centre of the camp. PCs the order will be given in due time. The
Two Knights Panther guard the opening and Knights then return to their assigned posts.
stop anyone seeking an audience. Even if the
PCs show their Knights Panther medallion, the About an hour after they have been escorted to
guards will not allow them to enter. The their “lodging,” von Schelling arrives to summon
Knights suggest the PCs might want to take up the PCs to dine with His Grace, Graf Boris
any complaints they have to the Grandmaster Todbringer and his distinguished guests. Von
and point in the direction where his tent can be Schelling personally feels the PCs are hardly a
found. If the merchants are with the PCs, they sterling example of what it takes to be a Knights
are told the Graf will summon them, if he Panther (bloody commoners!), but he keeps his
chooses to meet with them at all. tongue. He is following orders, after all.
There are also guards at Grandmaster Hermann The PCs are led to an open area near the Graf’s
von Plauen’s tent. The PCs are stopped here as pavilion where a table laden with delicacies
well and asked their names and business. The (roasted boar, stuffed goose, cakes, fruits) has been
PCs should hand over the letter Baron Heinrich arranged. The three powerful men in camp sit at
gave them if they hope to have an audience. one end of the table and halt their conversation
One of the guards takes it in while the other when they spot the PCs. Von Schelling bows to the
remains at his post. After a few minutes, the Graf and informs His Grace the Knights serving
first guard returns followed by an older man Baron Heinrich have arrived as he has ordered.
who bears the air of authority. Though in his The Knight then steps back, straightens up, and
early fifties, Grandmaster von Plauen is fighting awaits his dismissal. Grandmaster von Plauen does
fit and trim and a few inches over six feet tall. so with a simple, “That is all, good sir Knight.”

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Knights Panther. He intends to meet with the
Emperor, though Graf Boris will not be ready to
leave until the second morning. The Graf plans to
receive the Merchant delegation around noon the
following day. Should the PCs ask about meeting
or the one with the Middenland nobility, the Graf
simply says there are some things he is not willing
to discuss. With that, the Graf and his two
commanders leave the PCs.

Though he could not get close enough to hear


what was being said, an under-cover spy of the
Sons of Ulric named Fritz Ziegler noted such a
motley group as the PCs would gain an audience
Graf Todbringer invites the PCs to sit down, with the Graf within a couple hours after their
orders the servants to pour wine for them and to arrival. In the morning when soldiers are allowed
begin serving the food. (Any PCs who met a few hours leave, Fritz makes his way into
Graf Todbringer during the events of Power Bröckel proper and to the Bear in the Barrel.
Behind the Throne will note the last two years There he meets with another man, Kurt Hofer,
have seen a remarkable improvement in the another spy for the Sons of Ulric. Fritz provides
Graf’s physical appearance.) After the servants Kurt with limited information of the PCs’ meeting
have completed their task, the Graf dismisses with the Graf and their physical descriptions. Kurt
them. Once they have departed, Graf pays Fritz a couple of shillings and tells him to
Todbringer directs the PCs to give an account continue watching the PCs from a safe distance.
of their activities. The PCs may express He doesn’t want the PCs to become suspicious.
concern about relaying secret information in
With a day to kill, the PCs might also wish to visit
the open. The Graf assures them their concern
Bröckel. There are two coaching inns in the small
is misplaced. In the open, he can see anyone
town: the Four Seasons’ Bear in the Barrel and the
who is in a place they should not be. The Graf
independent Howling Wolf Inn. The merchants
says a would-be spy would profit if the group
spend the night at the Bear in the Barrel while they
retired into a tent or building where they could
await the Graf’s pleasure. The Middenland
not see his approach. In any event, the Graf
nobles, who departed early on the day after the
points out that sentries have been positioned to
PCs arrival bearing a message to the Grand Duke
keep the curious away. He urges the PCs to
from the Graf, stayed in the Howling Wolf. With
relate their story.
the Middenheim army in town, the best ale in
The three men (Graf, Middenmarschall, and town has been drunk; nothing is left in either inn
Grandmaster) ask probing questions when the other than the cheap and common watered-down
Sons of Ulric, Purple Hand, and the captivity of version.
the Emperor is mentioned. The Graf is
The PCs can pick up the following rumours (not
particularly keen on any information about the
all are accurate) when in town:
Emperor’s health. Any mention of Karl-Heinz
Wasmeier sets the Graf’s teeth on edge and he
asks sharp questions about the fate of the !" The Grand Duke suffered a devastating defeat
former Law Lord of Middenheim. at the walls of Altdorf.
!" Bands of Beastmen have emerged from the
At the end of the PCs’ tale, Graf Boris stands deepest, most haunted parts of the Drak Wald.
and expresses his gratitude to the PCs for their
effort and information. He tells the PCs they !" The Middenheim army has slaughtered several
are to ride with him to Altdorf along with his Beastman warbands.

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!" The Grand Duke is losing the support of his blood and gore, the wildlife of the forest has done
nobles. its bit in the intervening six days. The bits of gore
are no longer present, but the floor and walls
!" The Graf is leading his army to defeat the within the nearby building remains bloodstained
Reikland army and defend the Ulrican faith. and smelling of death. The Shrine itself remains
!" Raids against Sigmarite farms have inviolate as if its aura kept away the defilers.
decreased with the arrival of the Graf’s
army. The fury of the situation can easily be seen in the
Graf’s face. PCs close enough to the Graf can
!" Several raiders have been hung in the make a Listen test for soft sounds (+10 for Acute
village of Sotturm Hearing, +10 for Lip Reading) to hear Todbringer
If the PCs do not return to camp by sunset, von mutter, “This is an outrage. Von Bildhofen should
Gutzkow and von Schelling are sent to escort have done more to protect this holy place. There
them back on the Grandmaster’s orders. The is no excuse for his negligence.” The Graf then
Grandmaster wants everyone well rested for the storms away calling for the Grandmaster to attend
journey to the Imperial capital. him. The two talk in private for about fifteen
minutes. Should the PCs watch the body language
Return to Altdorf of the two men, they will easily see the discussion
The trip to Altdorf proceeds in a slow, steady is quite spirited. A few minutes later, Grandmaster
pace. The Grandmaster, fifteen Knights von Plauen orders the Knights to make ready to
Panther, their sergeants and servants leave.
accompany the Graf and PCs. As expected, the
50+ heavily armed and armoured party journey The rest of the journey is rather uneventful. When
without incident. The sound and sight of the the Knights Panther approach the long queue
entourage keep smaller bandit bands and awaiting entry into Altdorf, the standard bearer
Beastman warbands far away from the road. cries forth for the crowd to make way for the
arrival of Graf Boris Todbringer of Middenheim
The only deviation from the routine comes and his Knights Panther. The crowd obliges
when the group reaches the path to the Shrine immediately since the only other option is to get
of the Shining Rock. The Graf insists the trampled by the huge mounts. Even the
group should stop to pay homage to the site guardsmen at the gate seem awed by the presence
holy to the cults of both Sigmar and Ulric. The of the Knights Panther and yells for those on the
PCs might be a bit nervous since the times they other side of the North Gate to clear off. Trumpets
have been at the Shrine have not been pleasant. are sounded from the top of the gate signalling
The birds in the area are silent, which the PCs that a guest of special standing has arrived in the
might believe presage an attack by Beastmen Imperial capital.
and/or Mutants. The fact of the matter is that
the presence of the Graf and his entourage The Knights continue on horseback into the city
which has caused the silence. proper, slowing down so as to get past the crowds
unfamiliar with the sight of the Knightly Order
When the group arrives, the Graf calls for all to from Middenheim. The PCs should be
bow their heads in prayer. If the PCs did not discouraged from leaving at this point since to do
come this way days ago, then the Graf calls out so would be in violation of protocol (instantly
for the priests and templars guarding the sight. understood by anyone with the Etiquette skill).
He then commands Grandmaster von Plauen to Soon, a Watch patrol appears to help clear the
have his men explore the complex so they can crowd of on-lookers away from the entourage.
determine if anything is amiss. Any PC who passes a Listen test (+10 for Acute
Hearing, +10 for Lip Reading) can hear the
The Shrine complex has not been attended to occasional anti-Ulrican slur, but the majority of
since the slaughter of the priests and templars. Altdorfers have the sense to show some measure
If the PCs have not attempted to clean up the of respect and awe.

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The Knights dismount at the Imperial Palace Vorgeheim. You will be taking two sealed letters
where the Imperial Guard is arrayed in honour from the Emperor and deliver one to each.
of their visitors. The Emperor, Grand Countess
Emmanuelle von Liebewitz, Crown Prince “What makes this undertaking particularly
Wolfgang, Count Siegfried von Walfen, and difficult is we have no idea what the current state
Baron Heinrich Todbringer are there to greet of war is in the east. You will have to use all your
the Graf of Middenheim among great (last skills and discretion to navigate the difficult
minute) fanfare. Reikmarshall Helborg is at situation. You will have an Imperial warrant with
hand to meet with the Grandmaster of the the Emperor’s seal to see you through some of the
Knights Panther while their seconds discuss more complex situations, but do not forget there
accommodations. are those who will seek to stop you at all costs.”

When the PCs begin to feel as if they are to be Count von Walfen adds, “The first leg of the
ignored, Count von Walfen appears near them. journey will be by my personal sailing boat,
“Do not worry, your services to the Empire are Windrunner, to Talagraad. He will leave you
almost at an end. We have one more duty we across the river from the port of Talabheim to save
ask of you. But first, you are released to return you time. The Windrunner is captained by Alban
to the Imperial to rest while you can. The next Halder and leaves tomorrow before dawn from the
task requires you to make a special journey. berth in front of my offices in the Docks. He will
We will summon you when it is time.” The be expecting you.”
Count then turns and heads towards the
Imperial Palace. Baron Heinrich continues, “From there you will
journey to “The Nimble Frog” in the village of
If the PCs have any unfinished business to Langwiese. It is a coaching inn owned by
attend to in Altdorf, this would be their Hochland Crossing Coaches, where you can
opportunity to do so. Should the PCs stop by obtain horses with this letter of credit I am
the Temple of Mórr, they will learn Priestess handing you. It’s marked with my seal and if the
Inga had departed for Stirland over a week ago. innkeeper, Willi Aufstand, gives you problems,
remind him I know of his dirty little secret. Travel
On the Talabec on horseback would be best beyond this point.
The PCs are summoned to the Middenheim We’re not certain what the state of the war will be
House on the night of 29 Sommerzeit to meet when you arrive in the area, keep an ear open so
with Count von Walfen and Baron Todbringer. you know where to go.”
They are treated to dinner as before, but the
two noblemen make small talk by asking the Count von Walfen then hands the PCs three other
PCs about their travails before coming into the letters, two of which are sealed and each
service of the Graf. Once dinner is finished, addressed to the two Electors. The warrant and
the group retires to the drawing room. letter of credit carry seals, but are not sealed. The
Count also hands the PCs a pouch with a number
“Allow me to cut to the chase, if you please,” of Gold Crowns equal to 20 per PC for expenses.
Baron Heinrich opens. “This last task we ask of “May the gods of the Empire grant you the
you is quite dangerous and requires a long strength and wisdom to successfully complete this
journey. We need you to carry an important mission. We look forward to seeing you at the
message from the Emperor to both the Grand hunting lodge for the truce.”
Prince Hals von Tasseninck of Ostland and
Grand Duke Gustav von Krieglitz of The next morning, the PCs find the Windrunner at
Talabecland. Both Electors are being the location provided to them by the Count.
summoned to meet with the Emperor, Graf Should the PCs arrive later than dawn, Captain
Boris, and Grand Countess Emmanuelle at a Halder will not be particularly impressed with
hunting lodge about 5 miles northeast of the them. He is a man who lets his displeasure be
town of Schoppendorf in Middenland on 25 known.

Empire at War
170
The Captain tells the PCs they can stow their !" Banditry has become a problem in Hochland
possessions in and Talabecland since the soldiery has been
the hold below, concentrated against Ostland.
where they will
Given the increase in the danger, Captain Halder
share quarters
tells the PCs that he is counting on them to be alert
with his crew.
for trouble and assist with the nightly watch, as
The Captain will
well as the defence of the boat. He appreciates that
not relinquish
they are on an important mission, but his men (two
his cabin to
sons and an old friend) are not warriors like the
anyone, except
PCs. The Captain has little doubt that the PCs will
to a PC whose
be needed to protect the Count von Walfen’s ship.
starting career
was Noble. As the PCs travel further east, they will hear news
Under no and rumours about the war in the east as well as
circumstance will anyone be allowed to use the information being relayed from Altdorf. The latter
Count’s private cabin. will be distorted somewhat as the PCs are
travelling through lands where the cult of Sigmar
The ship (M4, T5, W50) is approximately 60
is not highly regarded and its actions and motives
feet long and 15 feet wide and is faster than
suspect. From Altdorf to Ahlenhof, the PCs will
ships used by river tradesmen. Most of the
hear the following:
provisions (rations, ale, first aid, and healing
herbs) for the trip have been stored in the hold. !" Sigmarite fanatics looking for an “enemy
There are six hammocks in the hold where within” burned half of Altdorf over a week ago.
those not working on the boat or on watch can
rest. The boat has a single mast. !" The Emperor is said to be recovering after a
mysterious illness.
If the PCs ask about the conditions on the !" Some believe that the death of the Grand
Talabec, Captain Halder tells them: Theogonist weakened the glamour he cast
upon the ill-fortuned Emperor.
!" Since the Windrunner is a fast ship, the
PCs will arrive in Talagraad around 8 !" Actually, the Emperor got better after he
Vorgeheim learned that his imbecilic nephew tried to
usurp his rule.
!" The Talabec’s current will not be as strong
as it was in the Spring. !" Graf Todbringer is leading his army to Altdorf
to set things right.
!" Since the war, river traffic has been reduced
between Altdorf and Talabheim and – as he !" Grand Duke von Bildhofen’s defeat came at
understands – virtually non-existent the hands of Reikland spies as much as his
eastward to the border with Kislev. cowardly nobles.
!" Trade has been reduced even further as !" Ostlanders broke the Siege of Wolfenburg with
demand has outstripped supply. help from Averlanders and Ostermarkers.
!" The war has already caused food shortages !" Grand Duke von Kreiglitz’ army remains near
in parts of the Empire, particularly along Wolfenburg in order to try to take the city again.
the Ostland and Talabecland border areas.
!" Grand Duchess Elise Untermensch-Krieglitz is
!" Pirate activity has been on the increase supporting her cousin Gustav with loans and
along the Talabec, made worse by the lack soldiers.
of potential victims.
!" Hochlanders are sure to reap the benefit of
!" The lack of traffic has been hard on the helping the Talabeclanders.
riverside inns and taverns.

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171
!" Farms in the east are suffering as !" I’ve heard that the Ostlanders beat the Grand
rampaging soldiers looking for food destroy Duke’s men.
their crops.
!" The only thing keeping the Ostlanders from
!" There will be famine this winter if the war winning is that they need to deal with the
continues any longer. Nordlanders on the other side of the Middle
Mountains.
!" An Ostland force is heading north. There
are rumours of a Nordland invasion. !" Banditry is on the rise. I’ve heard that some
farmsteads have been pillaged south of the
!" Harvest is coming soon. There better be a
Talabec.
truce soon or all will go to waste and prices
rise. !" Ar-Ulric has died from the attack by fanatical
Between Ahlenhof and Talagraad, the gossip Sigmarites. Why will happen to us?
about Altdorf remains the same as above, with !" What’s worse is that I heard Ulricans
other enhancements and distortions -- murdered Ar-Ulric for his soft stance on
especially on the Talabeclander side of the Sigmarite outrages against Middenlanders.
river. Moreover, the reports from the east are
more current: !" Rumour has it that the old Grand Prince
Tasseninck was killed at the siege of
!" No one is sure what is going on in southern Ferlangen. I guess the path is clear for Raukov
Talabecland. There are rumours of fighting to become the new Elector.
with an allied Stirland and Wissenland As the PCs get even closer to the Ostland-
force, but nothing definitive. Talabecland front, they will be able to obtain quite
!" Having taught Count von Raukov a lesson, a number of contradictory stories. Some of these
Grand Duke von Krieglitz is moving his will lead to brawls in the common room of
forces away from Wolfenburg. taverns.

Alban Halder, Captain of the Windrunner


Captain Halder has been in Count von Walfen’s service for the last 10 years, serving him loyally. He is a
no-nonsense man who knows the ins and outs of the Rivers Reik and Talabec like the back of his hands.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 64 51 4 4 13 53 3 61 66 55 64 55 62
Skills: Boatbuilding, Fish, Orientation, River Lore, Row, Sailing, Speak Additional Language (Kislevite),
Specialist Weapon-Fencing, Storytelling, Street Fighting, Strike Mighty Blow, Swim
Equipment: Sword, Dagger (S-2, I+10, Parry-10), Sleeved Mail Coat (1AP body/arms/legs),
Leather Jack (0/1AP body), Rapier (S–1, I+20), Telescope, and Pouch (12 GCs, 10

Gabriel Halder, Kurt Halder, and Reiner Baum, Boatmen

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 42 41 3 3 8 43 1 31 32 33 42 34 31
Skills: Boat Building, Fish, Orientation, River Lore, Row, [Reiner only] Sailing
Equipment: Leather Jack (0/1AP body), Sword, Bow (R24/48/250, ES3) and ammunition, and
Pouch (6 GCs, 20 shillings)

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172
Consequences of War represent those affairs that are occurring
The following table marks the events that will elsewhere. GMs should note that news of these
take place across the Empire while the PCs outside endeavours take some time to reach
perform one last important task for Emperor wherever the PCs happen to be.
and country. As before the events in italics
Day Events
29 Sommerzeit PCs are summoned to the Middenheim House.
30 Sommerzeit PCs depart Altdorf for the Ostland/Talabecland frontier. Chancellor Maximillian
Dachs of Ostermark is killed in an ambush near the village of Taalfähre by Orcs
under the command of Azhag the Slaughterer.
31 Sommerzeit The boat with the PCs drop anchor in a cove for the night. Grand Duke Gunther
von Bildhofen arrives in Altdorf to begins negotiation of a truce with the Emperor
and Graf Todbringer. Countess von Liebewitz joins the discussions.
32 Sommerzeit PCs arrive at the village of Werder in the early afternoon for a brief stay. They
later moor in a cove further upriver for the evening. Truce between the
Talabecland army and the Stirland/Wissenland alliance brokered by Grand
Duchess Elise Krieglitz-Untermensch.
33 Sommerzeit PCs arrive at the riverside Inn of Leaping Fish. Count Feuerbach and his retinue
heads towards the north along the Old Forest Road.
Sonnstill Summer PCs arrive in Schoppendorf in the late afternoon. After weeks of raids on outlying
Solstice villages and the destruction of woodlands by the invading Nordland forces under
Baron Nikse’s command, the Wood Elves of the Laurëlorn launch a devastating
counterattack. Nikse’s forces are utterly crushed and flee in a rout.
1 Vorgeheim PCs arrive in the town of Volgen in the late afternoon. Hauptmarschall Hertwig
returns to Bechafen to attend the funeral of Chancellor Dachs.
2 Vorgeheim PCs arrive in the town of Ahlenhof early evening.
3 Vorgeheim PCs arrive at the town of Ravenstein in the late afternoon. Count von Raukov
elevates Matthias von Daimler to Markmarschall and sends him with several
companies to relieve Ferlangen.
4 Vorgeheim PCs settle in a cove on the Talabec for the evening. Bold attack by Feldmarschall
Leitdorf across the river at Vordf routs and demoralises Hochland defenders.
5 Vorgeheim PCs arrive at the village of Sorno for the evening. Count Ludenhof compelled to
re-deploy a potion of his troops fighting alongside Talabecland’s army to booster
the defences at Vordf.
6 Vorgeheim PCs arrive at the riverside Inn of the Frog and Stork. Grand Duke von Krieglitz
suffers defeat in a decisive battle with von Raukov's Ostland companies. Suffering
from a heavy sword blow, he leads a retreat to Castle Schloss.
7 Vorgeheim PCs arrive at the riverside Inn of the Blue Kingfisher. Count von Raukov lays
siege to Castle Schloss across the River Wolfen from Hergig.
8 Vorgeheim PCs arrive across the river from Talagraad in the early afternoon. They reach the
village of Langwiese by early evening. Hauptmarschall Hertwig repulses an Orc
army near the small town of Mielau.
9 Vorgeheim PCs arrive at Estorf in the late afternoon. Baron Nikse found murdered and
mutilated in the bedchambers of his castle outside Salzenmund.
10 Vorgeheim PCs arrive in Hergig in the late afternoon. Siege of Ferlangen continues, the
townsfolk awaiting a miracle.
11 Vorgeheim PCs cross the River Wolfen and enter the Ostland-Talabecland front.

Empire at War
173
Side bar: War in the Empire – A Summary
War in the Empire more often arises from the grievances
and ambitions of the ruling class than it does from outside
threats and invasion. The war which takes place during
Empire at War is one example of the internal strife that
continues from the early days of the Empire to present.

The present war began as a series of skirmishes and raids


across the Ostland-Talabecland border areas in late summer
of 2512 and continued throughout 2513. Rivalry between
the two provinces was a prominent aspect of the strife, but
the Emperor’s enfeeblement encouraged both. From Grand
Duke von Krieglitz’ viewpoint, the indecisive Imperial
Court would give him the opportunity to extract land
concessions north of the Talabec from the Sigmarite Grand
Prince of Ostland. In contrast, von Tasseninck needed to
demonstrate to his restless vassals – especially those who
supported Count von Raukov’s bid after the fall of von
Konigswald – that he could gain the lands which Talabecland did possess north of the Talabec.

As the prospect of a wider war became inevitable, alliances began to form. Hochland,
Middenland, and Nordland joined Talabecland in an Ulrican alliance with the goal to carve up
Ostland. In opposition, Ostland gained support from Averland, Stirland, and distant Wissenland.
The Orc invasion in the east allowed Ostermark to claim neutrality when, in fact, they supported
Ostland in return for past support against the dictates of Talabecland.

Though the near death experience of Graf Todbringer brought him out of a recent bout of
melancholia, the Ulrican Alliance hoped the powerful Middenheim Elector would join their cause
or, at worst, stay neutral. For a long time, Todbringer did indeed stay neutral, trying to keep his
Nordland vassal in tow too. Recently, he has moved his army south towards the border between
Reikland and Middenland, although his motives are not quite clear.

Alliances in the Empire last only as long as the nobles can keep their own ambitions in check.
Instead of committing all his troops against the under-defended Ostland frontier in the northwest,
Baron Nikse made the decision to conquer the Laurëlorn Forest and exile the resident Elves. His
fateful act relied upon the war elsewhere to divert attention from his private war, as well as a
faulty assumption the Elves had no real military strength to oppose his aggression. To the south,
the Ulrican nobles of Middenland pushed Grand Duke von Bildhofen into an unwise war against
Reikland.

By the time the PCs depart for the East, Middenland is defeated and Grand Duke von Bildhofen is
sending a delegation to Altdorf to sue for peace. The Nordlanders under Baron Nikse are pushing
deeper into the Laurëlorn and unknowingly into the Elves’ trap. Those under Gausser are still
besieging Ferlangen in Ostland with diminishing prospects of taking the town. The Talabecland/
Hochland siege of Wolfenburg was lifted by the arrival of the Averlanders and Ostermarkers
before the Ulrican alliance was thrown back from the walls of the Ostland capital by the its army
and allies. Grand Duke von Krieglitz and his Talabec army have now retreated to Castle Schloss,
with the Ostlanders and Averlanders in pursuit. In the south of Talabecland, the fitful battles
between the Stirland/Wissenland allied force and Talabecland under Count Feuerbach have ended
in the defeat of the invading force

Empire at War
174
Abandoned Ship Should the PCs attempt to converse with the
This encounter can occur along an mutants, they will need to pass a Fel-10 test (+10
uninhabited stretch of shore either on the for Charm) in order to assure the mutants they
Talabecland side of the river or the mean no harm. If the PCs inquire about any
Middenland/Hochland side. An abandoned recent movement by an armed group or Beastman
and beached river barge with a holed hull has warband, the mutants tell them an armoured man,
become a home and refuge for a band of six soldiers, and about eight townsmen was seen
mutants seeking escape from human heading eastward about five days ago. In the
persecution and hungry Beastman. The boat event the PCs probe further, the mutants provide a
is tucked into a small cove and only part of description that matches Captain Erwin von
the boat can be seen from the main river. The Mühlerberg. The mutants also remember all
GM might want to impose an Observe test eleven men wore something purple on their attire.
(+10 for Excellent Vision) on any PC activity They noted this since purple is a rather rare, exotic
looking about from the deck to determine if colour from their perspective.
he spots the ship.
Once the conversation has ended, the mutants ask
The mutants have no desire to get into a fight, if the PCs could leave them some bread or other
much less with a well-armed band. They just foodstuff to supplement their meagre supplies.
want to live a peaceful life if they can, free Captain Halder will not be particularly pleased,
from the affairs of other races. Basically, these but he keeps his tongue. The Captain was told of
mutants have not yet lost their humanity. They the PCs’ odd proclivity to react to certain
will, however, defend their home if attacked. situations in a rather unconventional manner.
12 Mutants
These mutants have been chased away from their homes by other villages once they could no
longer hide the changes that came over them. Unless specified otherwise below, the mutants are
human in appearance (four are female) and have the following profile:
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 41 29 4 3 8 30 1 29 29 29 29 29 25
Equipment: Hand weapon, Tattered Clothing
Mutations:
Mutant #1: Fish Face and Webbed Hands (has Swim skill)
Mutant #2: Tentacle in place of left arm
Mutant #3: Chaos Were, subject to Frenzy, changes when WP test failed with head and
arms of a Tiger (A+2, bite attack, 2 claw attacks) and causes Fear.
Mutant #4: Bulging Eyes
Mutant #5: Snake Tail (A+1, bite attack)
Mutant #6: Prehensile Tail
Mutant #7: Deer Head (A+1, gore attack)
Mutant #8: Two Additional Arms (T+1, A+2)
Mutant #9: Pointed Head (Int-10)
Mutant #10: Warty Skin (0/1 AP all over)
Mutant #11: Cloven Hooves
Mutant #12: Rearranged Face

Empire at War
175
Captain, There Be Pirates! Windrunner passing by in the late afternoon.
With the war in the east drawing many
mercenaries to its deadly embrace, the rivers Through his telescope, the pirate captain sees the
and roads of western Talabecland and southern crew working the boat as well as any PCs on deck.
Hochland are less patrolled than in (relative) Black Manfred knows the Windrunner is a fast
peacetime. Many of the nobles from ship, perhaps the equal of his own. If he spotted
southeastern Middenland have also responded one of the PCs, the pirate captain also knows
to Grand Duke von Bildhofen’s earlier where there are travellers, there must be money to
mobilisation against Reikland. The bandits and be had, maybe even an important person to
pirates operating in these parts of the Empire ransom. The pirate will have his ship follow the
have enjoyed the lack of interference with their Count’s, but at a safe distance. The plan is to
chosen pursuits. The only problem is river and simply attack at dusk when the guard of those on
road traffic has also diminished, especially with ship might be down.
the depressed economic environment created
by the war. Black Manfred will keep the PCs’ ship in view
with his telescope in order to assess their strength.
With fewer potential victims from which to If most of the PCs are on board, the pirate captain
choose, those preying on merchants and the may determine the chances of success may not be
like find themselves less selective than in the worth the risk. In this case, Black Manfred gives
recent past. Targets that would have normally the order to abandon pursuit. His situation is not
been allowed to pass unhindered are now so desperate that he will lead his men on a suicide
objects of opportunity. Count von Walfen’s attack. On the other hand, if the PCs remain out
riverboat is one such target. of sight, Black Manfred waits for the Windrunner
to find a place to moor for the evening. The pirate
This encounter can occur along any unsettled runs the river well enough to guide his boat in the
stretch along the River Talabec. Black Manfred dark, using the Windrunner’s light to make his
and his pirate crew have been feeling the pinch way to his prey.
from the scarcity of merchants travelling along
the river. The pirates have recently ended their Black Manfred’s scheme may well be for naught.
alliance with the bandit, Edmund “Split Lip” If the PCs spot him by successfully passing an
Hering, since the two groups came to blows Observe-10 test (+10 for Excellent Vision, +10 if
over the division of loot (there wasn’t much) telescope is used), they can either bring their full
from their last robbery. Lying in wait among number on board in an attempt to intimidate or set
the tall reeds in one of the many secluded coves their own ambush.
along the river, Black Manfred spots the

“Black” Manfred Lorenz, Pirate Captain


Manfred is one of the more notorious pirates that plague the Talabec and its tributaries between
Altdorf and Talabheim. There is a price on his head of 50GCs, payable if he is brought in to any
of the towns along the Talabec.

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 66 51 5 4 13 52 3 60 67 56 64 56 58
Skills: Boatbuilding, Consume Alcohol, Excellent Vision, Fish, Night Vision, Orientation, River
Lore, Row, Sailing, Speak Additional Language (Kislevite), Specialist Weapon-Fencing,
Storytelling, Street Fighting, Strike Mighty Blow, Swim
Equipment: Leather Jack (0/1AP body), Rapier (S–1, I+20), Telescope, and Pouch (12 GCs, 10
shillings)

Empire at War
176
Otto Furtwängler, Pirate Mate

Sadistic first mate of Black Manfred, Otto has a price of 25 GCs on his head.

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 56 41 4 5 11 43 2 40 47 46 46 44 37
Skills: Boatbuilding, Consume Alcohol, Dodge Blow, Fish, Orientation, River Lore, Row, Sailing,
Speak Additional Language (Kislevite), Storytelling, Street Fighting, Strike Mighty Blow,
Swim
Equipment: Leather Jack (0/1AP body), Sword, and Pouch (12 GCs, 10 shillings)

12 Pirates

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 42 41 3 3 8 43 1 31 32 33 42 34 31
Skills: Boat Building, Fish, Orientation, River Lore, Row
Equipment: Leather Jack (0/1AP body), Sword, Bow (R24/48/250, ES3) and ammunition, and
Pouch (3 GCs, 10 shillings)

On the Run group of Purple Hand cultists gained bows and


After being seen in the Purple Hand meeting by arrows for the non-soldiers in their number.
the PCs, Captain Erwin von Mühlerberg knew
he could not stay in the Imperial capital any Von Mühlerberg eventually came to the
longer. These strangers’ connections to the understanding that his recent misfortune was
Imperial authorities meant he would not be able really nothing more than a trial set for him by the
to return to the Crown Prince’s services. It Great Mutator. The Captain thought perhaps his
wasn’t fear of torture should he be caught god wanted him to find a new base of operations
which concerned von Mühlerberg. He was in one of the larger eastern towns such as Hergig
concerned that he needed to find another way or Wolfenburg.
to serve the Changer of the Ways. In reflection
of the events that occurred in the East End Late one afternoon, as the PCs are getting ready to
districts, von Mühlerberg could throttle the anchor in another cove or spend a night at a
Middenheimer who would usurp the leadership riverside inn, they happen to be in an area where
of the Purple Hand in Altdorf. The man von Mühlerberg and his band are operating. One
disappeared during the conflagration, but more of the soldiers at the Purple Hand gathering in the
likely by escaping rather than dying. Dreacksack Slums noticed the PCs at a distance
and quickly alerted von Mühlerberg. Taking this
Von Mühlerberg led what remained of his as another sign from the Changer of the Ways, the
followers on the road eastward, which the Captain readies his group for attack.
Captain concluded was the direction they
would least be expected to travel. There was If the attack is to be in the wilderness, von
no direct road from Altdorf to the east, so von Mühlerberg waits until the sun is setting. He
Mühlerberg led his men through the various deploys his bowmen to the west using the setting
paths in southern Middenland until they sun to blind any PCs seeking to return fire. Von
reached Hochland. Along the way, von Mühlerberg has drilled his bowmen on how to
Mühlerberg’s band resorted to banditry like so make the best use of cover from vegetation, trees,
many unemployed mercenaries. In time, the and large rocks. He has also instructed them to

Empire at War
177
concentrate fire on any wizards and Elves (all well as cover behind barrels, crates, and around
of whom – he wrongly believes - can cast the corner of buildings. Two of his soldiers would
spells). The Captain leads the rest of his men be dispatched to create a diversion, like setting a
to a position on their target’s flanks. The tactic building near the boat on fire (or the boat itself).
for the bowmen is to simply fire five rounds at He and the rest of the soldiers then take a position
their targets, pause to allow the Captain and his that allows them to charge their intended victims.
men to charge, then start firing on anyone who
chooses to stand back of the ensuing melee. Captain von Mühlerberg intent is to extract his
revenge on the PCs for their interference in both
Should the attack take place near an inn, von his and the Great Mutator’s plans. Only when the
Mühlerberg deploys his men differently. Since battle is clearly going against him, will von
the PCs are travelling by boat, the Captain Mühlerberg attempt to flee into the woods. The
places the bowmen such that they have clear PCs have an opportunity to end the threat of von
fields of fire on the approaches to the boat, as Mühlerberg at this time.

Captain Erwin von Mühlerberg, Purple Hand leader

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 65 62 6 5 13 53 3 41 76 44 65 44 51
Skills: Disarm, Dodge Blow, Gamble, Heraldry, Read/Write (Reikspiel), Ride-Horse, Secret
Language-Battle, Secret Language-Guilder (Purple Hand Cult), Specialist Weapon-
Parrying, Specialist Weapon- Two-Handed, Street Fighting, Strike Mighty Blow, Strike to
Injure, Strike to Stun
Equipment: Sword, Dagger (S-2, I+10, Parry-10), Sleeved Mail Coat (1AP body/arms/legs),
purple-coloured armband, and Purse (14 GCs, 20 shillings, 12 pennies).
Mutation: Magic Resistance (+20 on Magic [WP] tests).

8 Purple Hand Cultists (Militia)


M WS BS S T W I A Dex Ld Int Cl WP Fel
4 43 39 3 3 8 40 2 35 30 30 25 30 20
Skills: Concealment-Urban, Disguise, Dodge Blow, Follow Trail, Read/Write (Reikspiel), Secret
Language-Guilder (Purple Hand Cult), Shadowing, Silent Move Urban
Equipment: Hand Weapon (Sword or Club), Leather Jack (0/1AP Body), Bow (R24/48/250, ES3)
and ammunition, Clothing with some purple colour, and Purse (3 GCs, 10 shillings,
22 pennies).

6 Purple Hand Cultists (Soldiers)


M WS BS S T W I A Dex Ld Int Cl WP Fel
4 45 41 3 3 9 43 2 35 40 30 25 30 20
Skills: Disarm, Dodge Blow, Ride-Horse, Secret Language-Battle, Secret Language-Guilder
(Purple Hand Cult), Street Fighting, Strike Mighty Blow
Equipment: Sword, Dagger (S-2, I+10, Parry-10), Mail Shirt (1AP body), purple-coloured
armband, and Purse (5 GCs, 12 shillings, 10 pennies)

Empire at War
178
Horse Trading town north of Hergig. Rumour has it the attack
Once Ar-Ulric dies, Baron Helmut Todbringer forced Count Ludenhof to re-deploy his Hochland
flees Middenheim before the authorities arrive troops fighting along von Krieglitz’ to reinforce
to arrest him. He knew the day would come Hochland’s defence. Moreover, the war seems to
after one of the Sons of Ulric had masqueraded be turning against the Grand Duke.
as a deranged Sigmarite and stabbed Ar-Ulric
during a ceremony four days before. Instead of If the PCs are on watch from their rooms, they
achieving glory in death, the slayer of the notice a group of men in wolf-skin robes creeping
unworthy Ar-Ulric was captured and turned towards the inn from the north and west around 10
over to the Schwarzmantel for questioning. It PM. Some are on horse (5) and the rest on foot.
was only a matter of time before the secret Any PC in the common room will see seven men
organization of his cousin, Baron Heinrich, in the wolf-skins – the ones on horseback and two
extracted the truth. Baron Helmut tried to spark a others – barging in shortly after this time,
rally for the Ulrican provinces and put pressure demanding the innkeeper provide them with food
on Graf Boris to bring Middenheim’s strength to and horses. They tell Willi that to refuse their
bear against the Sigmarites, but the attack on Ar- request would mark the innkeeper as a Sigmarite
Ulric did not sway the weak-hearted. sympathizer and ensure his death. The rest of the
Sons are arrayed outside in teams of two and have
The Baron’s first act was to collect as many of set up a defensive perimeter around the inn.
the Sons of Ulric he could find and lead them
to Talabecland to fight with Grand Duke von If any of the Sons of Ulric survived the earlier
Krieglitz. Unfortunately, Baron Helmut knew ambush of the Ostland Lector – including
he had limited time and that many other Sons Wolfgang Blitzen and Bernd Küster – they will
were still secretly operating elsewhere. He have joined Helmut’s band. Two of the Sons who
headed southward in the wake of the have accompanied Helmut inside the inn know the
Middenheim army and gathered those he came PCs faces. PCs in the common room at this time
across, including Fritz Ziegler and Kurt Hofer will eventually be recognised.. The PCs may try
near Bröckel. From these two men, Baron to hide their faces or they could stand up to
Helmut learned about the PCs and that they challenge the Sons, but there is no chance they
have some sort of relationship with the Graf. will avoid recognition. In the first case, the PC
After all, they were Knights Panther, however may buy himself a few rounds of anonymity, but
different they appear from others of the Order. the Sons are checking on the guests in the inn
while Helmut presses Willi to agree to his terms.
As planned, Captain Halder brings the PCs to Once the PCs are spotted, the Son draws his sword
the Hochland shore of the Talabec north of and cries out, “The Graf’s spies are here!”
Talagraad. They still have some time to reach
“The Nimble Frog” in Langwiese before Helmut sees the situation as Ulric’s gift to end the
nightfall. The traffic on the road is lighter than PCs’ meddling. The Baron orders his men to kill
the last time the PCs came through this village. the PCs and joins in the fight if need be, targeting
the best warrior in the group. The Sons on the
The PCs easily find Willi Aufstand in the outside hear the commotion within and come
common room at the coaching inn. He opens quickly to join the melee. The Sons only break
the letter the PCs hand him and reads it. Willi from the fight and flee if Helmut (as well as
looks up from the letter and tells the PCs that Wolfgang or Bernd, if they are among the group)
he has good horses, but they are not bred for is killed, the PCs are winning the battle, and the
war. He expects the PCs to return them no number of Sons being able to fight has been
worse for the use. Willi then informs the PCs reduced to four.
he has rooms available for the night.
Should the PCs remain hidden in their room, Willi
Should the PCs ask about news from the war, gives in to Helmut’s threat and gives the Baron the
Willi tells them news and gossip usually takes horses intended for the PCs. The PCs’ inaction
three days to reach the inn. The last thing Willi means they are walking the rest of the way to the
has heard is there was an attack near Vordf, a battlefield.

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Helmut Todbringer, self-styled Heir to Graf Boris

An ardent Ulrican and fanatically anti-Sigmar, Baron Helmut is cousin to both Graf Boris and
Baron Heinrich. Helmut firmly believes in the ancient custom of having the ablest males in a
generation battle one another for the right to succeed the current Ulrican ruler. In the Baron’s
view, the only way for the Sigmar-influenced rules of inheritance to be overturned would be for
the northern provinces to succeed from the Empire. This can only succeed with an Ulrican victory
in the war, something that seems to be slipping away.

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 64 61 5 6 13 54 3 42 78 67 67 58 54

Skills: Ambidextrous, Blather, Charm, Disarm, Dodge Blow, Etiquette, Gamble, Heraldry, Luck,
Marksmanship, Public Speaking, Read/Write (Reikspiel), Ride-Horse, Secret Language-
Battle, Specialist Weapon-Fencing, Specialist Weapon-Parrying, Street Fighter, Strike
Mighty Blow, Strike to Injure, Strike to Stun, Wit.

Equipment: Sword named Eisnir, Left-Hand Dagger, Wolf-skin Robes (1AP head/body), Mail
Shirt (1AP body), Mail Leggings (1AP legs), Signet Ring on Right Hand, Face-paint,
and Purse (18 GCs, 12 shillings and 6 pennies).

Eisnir: A finely crafted sword that has been with the Todbringer dynasty for as long as anyone
can remember. It is mentioned the first time in the annals of Albert Grau in the twelfth
century, and its perfect steel blade as well as the pommel with three diamonds and a wolf
in gold is well known amongst the armed men of Middenheim. Although not a magical
sword, Eisnir is made of an unknown silvery alloy that makes the sword glitter with the
icy fire of Ulric. The balance and sharpness of the blade are such that it bestows a +5
modifier to its wielder’s WS. Any PCs who somehow reveals their possession of Eisnir
to nobles or military leaders of Middenheim may find themselves the target of suspicion
and harsh questions.
Signet Ring: This ring has the same heraldic device (image of rampant wolf holding two axes, one
in each forepaw: on the left of the image is the letter “H” and on the right the letter
“T”) that was impressed upon the sealing wax on the letters to Wolfgang Blitzen.

14 Sons of Ulric (Outlaws)

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 49 35 4 3 7 40 2 34 39 31 28 36 42

Skills: Animal Care, Concealment Rural, Disarm, Dodge Blow, Frenzied Attack, Ride-Horse,
Scale Sheer Surface, Secret Language-Battle, Set Trap, Silent Move Rural, Spot Trap,
Strike Mighty Blow, Strike to Stun.

Equipment: Sword, Wolf-skin Robes (1AP head/body), Face-paint, and Purse (2D6 shillings and
2D6 pennies)22 pennies).

Empire at War
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Into the Warzone experience as an artillerist or gunner realise these
As the PCs approach Hergig, they can see some enterprises are located within the range of the
impacts of the war. Camps of soldiers and city’s cannons. Any PC with experience as an
mercenaries have been established around the engineer or carpenter recognise the buildings as
city. A number of labourers are busy erecting quite flimsy and would offering no real protection
earthworks as if preparing for a siege. There is to anyone trying to hide from cannon fire.
a long queue of peasants trying to enter, but
being turned away by the garrison. The PCs can find lodging for the night at Viktor’s
Last Chance. The “inn” is owned by Viktor Bethe
Should the PCs get into the queue to enter the and is little more than a dilapidated large barn with
city, they notice many young beggars who have an adjacent stable. In fact, it is the only one of these
lost limbs or suffered some sort of traumatic “inns” that can accommodate travellers with horses.
wound looking for handouts from those trying As innkeepers go, Viktor is relatively honest and
to make their way to the gate. A number will will suggest to the PCs they should consider staying
approach the PCs looking for alms or food to with their horses in the stables for the evening. He
make it through another day. In the event the tells them there are many thieves outside the city
PCs tend towards kind-heartedness, they will walls that prefer to target outsiders for their
see the fate of those who would show valuables, and horses are considered extremely
compassion. A young scholar berates the valuable, especially these days.
people near him in the line for looking away
from the poverty that surrounds them. He then If the PCs ask Viktor about the state of the war
gives several beggars a copper penny or two. between Ostland and Talabecland, the innkeeper
Almost instantly, the man is besieged as many tells them he only knows of the following rumours
beggars converge at him shouting their pleas from the wounded and maimed returning from the
for mercy. The queue moves away as the front:
scholar is swarmed under by the crippled and
crazed mob of beggars. Soon, a couple of !" The war is as good as over; the Ostland army
guards descend on the beggars with their clubs soundly trounced the Talabeclanders in a
swinging at one and another to clear the way. battle south of Wolfenburg four days ago.
By the time they reach the scholar, the man has !" Grand Duke von Krieglitz retreated to his
been severely beaten and his clothes torn and fortress at Castle Schloss.
bloodied. The man has also lost his purse to
those he sought to help. !" Some say that the Grand Duke was wounded
in the battle; the severity ranges from a
If the PCs try to enter the city, the garrison scratch to getting his leg cut off.
denies them entry. Should the PCs present the
!" The Ostland Count pushed forward to lay
Imperial warrant, the guard calls a scribe from
siege to the castle.
the guard detail to read the sealed letter. The
scribe reads it carefully and then hands it back. !" A group of Averlanders attacked the town of
He tells the PCs their charge is impressive, but Vordf north of Hergig.
they cannot be given entry on Count !" This raid prompted Count Ludenhof to pull
Ludenhof’s orders. As an explanation, the some of his troops from supporting von
scribe (Barthold Albers) reports rioting on 24 Krieglitz
Sommerzeit has left much of Hergig damaged.
He suggests there are temporary lodging !" Some say, Count Ludenhof is in secret
outside the city walls of which the PCs can negotiations with the Ostland Count, suing for
avail themselves. a truce.
!" Many find the possibility of truce good news
A number of shabby establishments have been
since a lot of Hochlanders were never keen on
erected outside the walls in addition to the
joining von Krieglitz’ war.
earthworks being constructed. PCs with

Empire at War
181
If asked where to find Castle Schloss, Viktor their home province. The PCs can easily find a
gestures towards the river. He tells the PCs the ferryman to take them across for a fee. In fact, with
home of von Krieglitz is about three to four miles so many ferrymen available, the PCs should be able
to the south-southeast near the Korver Hills. to haggle the asking price of 10 shillings per leg
down to 10 shillings per PC as well as per mount.
Should the PCs decide to stay, Viktor charges
each PC and horse 1 GC to stay in the stables. The crossing is without incidence. The soldiers
He also tells the PCs he has no grooms, so they across the river are too exhausted to make much of a
will have to take care of the horses themselves. fuss. The officers are maintaining order, but continue
The PCs may scoff at the high prices, but looking over their shoulders. If the PCs politely ask
Viktor tells them other places might only ask what is going on, they are directed to the senior
for a horse or two as payment. The innkeeper officer at the scene, Baron Konrad von Heeden.
says horsemeat is high on many a persons’
menu these days. The charge includes dinner, The Baron looks at the PCs when they ride up and
which is nothing more than a broth with scant asks if they met before. He tells them they look
vegetables added and watered down ale. very familiar. Waving off his curiosity, Baron von
Heeden asks the PCs to identify themselves and
There are a number of thugs and protagonists their business. If they have not done so already,
wandering around the poorly constructed the PCs should present their warrant from the
buildings outside of the city walls looking for Emperor. Baron von Heeden is impressed with
easy prey. So long as the PCs are together, no their warrant and says so when he hands it back.
one will bother them. The PCs hardly look like He tells the PCs the officers are concerned about
the easy pickings these hooligans prefer. On the the Ostland army showing up as they are crossing
other hand, PCs on their own, such as the person the river. Their commander has told them a truce
watching the horses, might be a tempting target. has been arranged, but the commander quickly
The thugs might spend some time observing the fled before any further orders were issued. Should
PC before deciding whether the payoff is worth the PCs ask for directions to Castle Schloss, Baron
the risk or to continue on their way. von Heeden points at a dirt track and tells them to
be careful. He suggests the PCs should fashion a
At night, the PCs need to remain alert. Feodor white flag if they intend to do anything other than
Sachs is a desperate thief who has a gambling join the Ostland army. With that, Baron von
problem, as well as an outstanding debt to one Heeden turns to oversee his men’s crossing.
of the crime lords of Hergig. He spots the PCs
in the late afternoon and follows them at a It does not take the PCs long to enter a devastated
discrete distance. PCs with Sixth Sense will countryside. Whole sections of forest have been
feel like they are being watched, but every time cleared and a number of construction sites can be
they look around, they will see nothing out of found. A PC with the Carpentry or Engineering
the ordinary. Feodor waits until well after skills or with experience as an Artillerist will
nightfall before he starts creeping closer to the recognise this areas as being a site where siege
PCs’ horses. Even if Feodor sneaks past the engines have been built. Should the PCs explore
watchful (or sleepy) eyes of the PCs, his lack of the remaining forest further, the sound of crows
knowledge about horses will be evident when and ravens will draw the PCs to several great and
they rear and neigh at his presence. Should the gnarled oaks. These huge trees served as gallows
PCs make a move to stop Feodor, he will flee for the wretches who still hang from the large
into the night. branches. PCs with the Heraldry skill recognise
the red and white-coloured armbands as indicating
The next morning the PCs can make their way the dead belonged to the Talabeclander army.
to Hergig’s harbour area, which is outside the
city walls on the River Wolfen (also known as After a few minutes, the PCs stumble upon a large,
Wolf Run). Many wounded Hochlander but abandoned encampment. Smashed and ripped
soldiers are being ferried across the river back to tents, broken equipment, and still smouldering ash

Empire at War
182
indicate the site was abandoned quickly. A campsite and followed them to this point. If the
number of corpses remain in the area, PCs do not have their white flag to gain safe
providing sustenance for the many carrion birds conduct, the patrol of eight horsemen point their
here. If the PCs investigate the dead, they will loaded crossbows at them and move to arrest them.
quickly notice nothing of value remains. The Given the proximity to the Ostland forces, PCs
local residents have picked the dead clean of inclined to a violent reaction should re-think their
any loot. Some of the dead have slit throats options. Should the PCs present their Imperial
and other stab wounds, indicating they were warrant, the lead soldier looks at it and comments
still alive when the indigenous plunderers that he cannot read. He hands the warrant back to
arrived to despoil them. the PCs and suggests they accompany him to his
sergeant.
The trail of the retreating force is easy to follow.
Within fifteen minutes, the PCs can hear the Sergeant Richard Münsterberg is a dour Ostlander
sounds of siege. A PC with experience as an from near Wurzen. He is a devout Sigmarite, but
Artillerist can easily recognise the sounds of a has no problems with followers of Ulrican or any
trebuchet in the distance. PCs with experience as of the other old gods. In contrast, he hates
Mercenaries or Soldiers, can tell by the sounds Talabeclanders and considers them the lowest and
that a major assault is not underway; the intent of least trustworthy of all those living in the Empire.
the besieging army is to wear on the nerves and When the PCs are led to him, Münsterberg looks
composure of those under siege. them over and asks their name and home province.
Anyone from
The land slopes Talabecland is
slightly upward. looked at
As the PCs near suspiciously
the edge of the before
forest through Münsterberg
which they have orders his men to
been travelling, remove the vile
they can see the PC from his
siege of Castle sight.
Schloss before Münsterberg is
them. As the sounds indicated, the cordon is in willing to work with anyone other than a
a lull where some missile troops fire their bows Talabeclander.
and trebuchets throw large stones. Some troops
rest, while others march from one place to Sergeant Münsterberg reads the PCs’ warrant if
another. Couriers on horseback ride to and fro they present it to him. He tells the PCs he will lead
relaying commands and other information from them to Count von Raukov. Also, they need to
one end of camp to another. A number of large surrender all their weapons other than a hand
pavilions in the centre of the besieging force weapon. He insists any Talabeclander PC
indicate where the high command can be relinquish all their weapons and possessions
found. Should the PCs continue to watch from (wizards are especially singled out for the latter).
cover, they will hear the sounds of horsemen The warrant may give the PCs the ability to operate
approaching from their rear. on behalf of the Emperor, but the Sergeant does not
take chances, especially not when the Count is
There is no time for the PCs to find new cover. close to defeating the Grand Duke. Once the PCs
In fact, to do so might give the impression the have complied with Münsterberg’s demands, the
PCs are spies. The horsemen are trackers Sergeant calls for nine of his men to assist him with
whose job it is to reconnoitre the rear of the escorting the PCs to the Count’s pavilion.
army in order to uncover any potential relief
force arriving on the scene. This patrol has Two Knight wearing surcoats with the head of a
picked up the PCs’ trail at the abandoned red bull on a black and white quartered field guard

Empire at War
183
the entrance of the Count’s pavilion. Ostlander Sidebar: The Comings and Goings
PCs and those with the Heraldry skill recognise
the coat of arms as belonging to the Knightly of Hergig and Schoppendorf
Order of the Bull, an order dedicated to protect The new WFRPv2 products have continued
the Elector of Ostland. The Knights are in the tradition of poor continuity of
equipped like any other order of knighthood background maintained by GW since WFB4
with their black helms decorated with a stylised was released. This lack of consistency even
bull on its crest. made its occasional appearance in Hogshead
products for WFRP.
Münsterberg lifts a hand to signal the escort
and PCs to stop. He then formally announces Take for example, Hergig (also known as
that representatives from the Emperor have Herzig). In the earlier WFRPv1 products,
arrived from Altdorf and desire to have an Hergig was located just east of the river
audience with His Royal Highness, the Grand separating Ostland from Hochland. For
Prince of Ostland, Count von Raukov. One of their version of Shadows over Bögenhafen,
the knights nods his head, and then enters the Hogshead added a new map (pages 14-15),
pavilion. Within a few minutes, he returns and which placed Hergig on the Old Forest
opens the flap for the PCs to enter. Road, contradicting the map on page 18,
which first appeared in the GW version of
At the far side of the pavilion is a high-backed Mistaken Identity. Later maps placed
chair with four chairs on either side. A well- Hergig at its correct location until GW’s
muscled man, bearing some Kislevite features Storm of Chaos. This book moved Hergig
with black hair and moustache, sits in the large across the river and this is the location
chair. His commanders are seated in the other Empire at War used when it began nearly
four, while another two Bull Knights stand to nine months ago. Recently, GR/BI maps
either side of the assemblage. PCs with the place Hergig again on the Old Forest Road
Etiquette skill must successfully pass an Int+10 though the description in Sigmar’s Heirs
test in order to realise the proper protocol is for clearly indicates that the town is on the west
the PCs to stand before the five men, bow, and bank of a river.
then present whatever message they have to
deliver (Ostland PCs with the Etiquette skill The movement of Schoppendorf only began
automatically pass this test). Failure of the test with GW’s Storm of Chaos. From most of
by 30 or more prompts one of the commanders its “history”, this town was located on the
to clear his throat and tell the PCs to bow north bank of the River Talabec between
before the Count and beg his forgiveness for Delberz (until its relocation) and Ahlenhof
their insolence. The situation should be as (where this scenario places the town). In
awkward and embarrassing as the GM can the GW book, Schoppendorf was shifted to
make it before von Raukov waves off the social the east so that it was situated closer to
faux pas as inconsequential. Hergig. In Sigmar’s Heirs, the town of
Schoppendorf was shifted again to be nearer
Once the PCs hand von Raukov the letter Middenheim.
addressed to him, the Count opens it and reads
it carefully. The four commanders look at him letter is jointly signed by the Emperor and the
expectantly, waiting for some word or powerful Electors of the West: Graf Boris
comment. Von Raukov studies the letter for Todbringer and Grand Countess Emmanuelle von
several minutes, as if weighing his options. Liebewitz. They are requesting our presence at
Grand Duke Leopold von Bildhofen’s hunting
“From the look of you,” von Raukov addresses lodge northeast of Schoppendorf on 25 Vorgeheim
the PCs, “one would not assume you travel in to discuss a truce to end the fighting. Interesting
such rarefied circles.” Turning to his the Middenland Grand Duke is not one of the
commanders, von Raukov continues, “This signatories.”
Empire at War
184
The Count turn his attention to the PCs, “We please avail yourself of the food we serve to our
assume you also have a similar letter for Grand soldiers. You will find our cooks at the rear.
Duke Gustav von Krieglitz. In the spirit of the Once your bellies are filled, you can go forward
Emperor’s request, we think we can see to to see the Grand Duke. Sergeant Münsterberg
letting the Grand Duke out of his present will escort you. One more thing: we expect that
situation.” The Grand Duke smiles, “We will you will not feel the need to wander off before
be at the Emperor’s conference on the going forward to complete your mission. We
appointed day. If it helps your mission, you would be most displeased to learn you were
can tell Grand Duke of our plans. You could mistaken for spies and unintentionally harmed.
also tell him we will guarantee his and his In fact, Sergeant Münsterberg will have some of
entourage’s safe passage through our lines.” his men attend you to ensure nothing untoward
occur. Now if you would excuse us, we have
Count von Raukov looks past the PCs to the much to do.”
outside. He continues, “If you haven’t eaten,
Feodor Sachs, Thief

M WS BS S T W I A Dex Ld Int Cl WP Fel


5 41 44 3 3 8 44 1 45 31 32 31 31 44

Skills: Concealment Urban, Evaluate, Secret Language-Thieves’, Secret Signs-Thieves’, Silent


Move Rural, Silent Move Urban.

Equipment: Sword and Sack.

Typical Thug

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 33 25 3 4 7 30 1 29 29 29 29 29 29

Skills: Specialist Weapon-Fist, Street Fighting, Strike Mighty Blow, Wrestling.

Equipment: Club, Leather Jerkin (0/1AP body), Knuckledusters (WS-10, S–1), and Purse (2
shillings and 8 pennies).

Reconnaissance Unit (8 Mounted Soldiers)

M WS BS S T W I A Dex Ld Int Cl WP Fel


4 45 41 3 3 9 43 2 35 40 30 25 30 20

Skills: Disarm, Dodge Blow, Follow Trail, Ride-Horse, Secret Language-Battle, Street Fighting,
Strike Mighty Blow

Equipment: Sword, Dagger (S-2, I+10, Parry-10), Mail Shirt (1AP body), Crossbow (R
32/64/300, ES 4, 1 round to fire, 1 to load) and ammunition, Black and white-
coloured armband, and Purse (3 GCs, 10 shillings, 16 pennies)

Empire at War
185
A House Divided led into some obstacle with a subsequent (and
After the PCs have had a meal, it will be time perfunctory) apology. In the darkness of their
for them to visit the Grand Duke within his temporary blindness, the PCs can hear large doors
castle. If the PCs did not enter the Ostland open before them, followed by the sounds of their
camp with a white flag of truce, Münsterberg footsteps on a polished floor. A tug on their arms
brings one to them. “You will need this,” he brings the PCs to a halt and their blindfolds
tells them matter-of-factly. “It would not do to removed. The PCs find themselves in the throne
have the scum kill you with missile fire. You room of Castle Schloss.
should also leave your horses here. The way
things are going at Castle Schloss, they would A man in his late twenties is seated on small chair
as soon eat your mounts as care for them.” The next to the throne. An elderly man standing next
PCs may want assurances their mounts would to him introduces the noble as His Lordship,
be safe while in the Ostlanders’ care. Regent of Talabecland, and Guardian of the von
Münsterberg replies they are not treacherous Krieglitz princelings, Count Helmut Feuerbach.
dogs like the Talabeclanders who started this Etiquette dictates the PCs bow their head in
war by invading Ostland and burning its recognition of his position, though the PCs might
villages. not be able to recall this given their surprise.

As the PCs approach the closed gates of Castle Should the PCs ask to see the Grand Duke as they
Schloss, a crossbowman fires a shot in front of have a private letter for him, Count Feuerbach
them. “That’s far enough, you Ostland swine,” replies the Grand Duke is currently indisposed.
a man shouts from the battlements. “Are you Moreover, the Count has a writ signed by the
here to surrender?” If the PCs merely reply Grand Duke authorises him to act as regent until
“no” to the question, the man demands they His Grace can resume his duties. Count
state their names, birthplace, and the nature of Feuerbach demands the letter from the PCs as well
their business. Once the PCs state they are in as their Imperial warrant. Any PC with the
the service of the Emperor and are carrying a Etiquette skill must successfully pass an Int+10
letter from His Imperial Majesty to the Grand test to realise they are not in a position to deny
Duke, the man instructs them to advance to the Feuerbach’s request. If the PCs fail to react
gate. appropriately, the elderly Seneschal sternly
reminds the PCs they are guests in the Grand
The PCs can easily hear the bolts of the gate Duke’s castle and have no choice but to accede to
slide. The gate opens enough for a heavily the demands put to them.
armed man to step out. He asks to see proof
the PCs are the Emperor’s agents. The PCs can Count Feuerbach hands back the Imperial warrant
see a number of armed men within the castle after reading it, but holds on to the letter from the
grounds waiting for the command to protect Emperor to the Grand Duke. He asks the PCs if
their captain. If the PCs do not offer their Count von Raukov made any comment about a
warrant, the man tells them to go back to their temporary truce and safe passage so Talabecland
patron and report they have not delivered the could be represented at the conference. The Count
letter to the Grand Duke. Should the PCs hand knows protocol forces the Ostlander Count to
their warrant to the man, he stoically reads it grant such, but Feuerbach is testing the PCs’
with care. Satisfied at its authenticity, he honesty. No matter how the PCs respond, Count
instructs the PCs they must put on blindfolds to Feuerbach thanks them for delivering the letter.
proceed further. He cuts off any objection by He tells them they can report to His Imperial
stating the blindfolds are non-negotiable. Majesty they were successful. The Count then
tells the PCs they will be escorted out in the same
When the blindfolds are in place, the PCs are manner they were brought in. After all, Count
escorted into Castle Schloss. Any self- Feuerbach mentions in passing, he wouldn’t want
identified Ostlander can expect to be handled in the PCs to report the defensive measures
a rougher manner than the others, occasionally employed at Castle Schloss to the enemy.

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186
The Road to Peace Back to the Talabec
The following table marks the events that will The PCs return to the Ostland camp by late
take place across the Empire while the PCs are afternoon where Sergeant Münsterberg greets
returning from the warzone and heading them. He informs the PCs Count von Raukov has
towards the hunting lodge where the high and asked him to show the PCs to a tent which has
mighty in the Empire seek to reach a truce. As been set up for them to stay for the night. The
before the events in italics represent those Sergeant tells them they will be guarded
affairs occurring elsewhere. GMs should note throughout the night so they should not feel the
that news of these outside endeavours take some impulse to wander about and be mistaken for
time to reach wherever the PCs happen to be. spies. After all, he points out, accidents do happen.

Day Events So long as the PCs mind what they were told, the
12 Vorgeheim The PCs depart the Ostland night passes by without incident. The following
army camp and make their way morning, the PCs are allowed to depart from camp
to Estorf by early evening. and make their way back. The PCs are able to
procure passage across the river to Hergig without
13 Vorgeheim PCs arrive at Langwiese by a problem, though they will note there isn’t the
late afternoon. Markmarschall evacuation of the Hochland troops as there had
Matthias von Daimler and his been early the previous day. As the PCs ride on
troops reach the vicinity of the road to Estorf and Langwiese, they will notice
Ferlangen and begin probing groups of soldiers in ragged clothing – some of
the Nordlander lines. whom bear wounds – returning to their homes on
14 Vorgeheim PCs arrive at the River Talabec foot. Those who look unwell ask the PCs for any
by early afternoon and cross food they can spare. Should the PCs ask the
the river to Talagraad. soldiers about the war, the men tell them their
15 Vorgeheim PCs spend the day in Talagraad captains have released them from service.
16 Vorgeheim PCs depart Talagraad mid- Rumour has it Count Ludenhof agreed to a truce
morning and arrive at the with the Ostland Elector.
riverside Inn of the Blue
The PCs are able to make it to the “Nimble Frog”
Kingfisher by the evening.
so they can return their horses to Willi Aufstand.
17 Vorgeheim PCs arrive at the riverside Inn The innkeeper greets them and asks for news from
of the Frog and Stork. the war. He is relieved if the PCs tell him the
18 Vorgeheim PCs arrive at the village of Hochland Count was able to secure a truce. If the
Sorno for the evening. PCs ask about the Sons of Ulric, Willi tells them
19 Vorgeheim PCs settle in a cove on the he has had no problems since the PCs departed. In
Talabec for the evening. the event the PCs have killed Helmut Todbringer,
Willi informs the PCs the Baron is buried in a
20 Vorgeheim PCs arrive at the town of marked grave in the rear of the coaching inn face
Ravenstein in the late down. A wandering priest of Mórr has not yet
afternoon. appeared and Willi did not want to leave the corpse
21 Vorgeheim PCs arrive in the town of in the meat cellar. The innkeeper also reveals he
Ahlenhof early evening sent a letter to the Graf in Middenheim notifying
22 Vorgeheim PCs arrive in the town of him of his kin’s death.
Volgen in the late afternoon.
23 Vorgeheim PCs arrive in Schoppendorf in Should the PCs have avoided the confrontation
the late afternoon. with the Sons or Baron Helmut escaped, Willi
simply mentions they never came back. For this
24 Vorgeheim small favour, he has made offerings to Ulric,
25 Vorgeheim Conference at the Hunting Sigmar, Taal, and Mórr.
Lodge.

Empire at War
187
Back on foot, the PCs are able to return to the departs. Should the PCs inquire, the crew tells
north bank of the River Talabec, but there is no them they prefer the PCs stay onboard. Talagraad
Windrunner waiting for them. PCs scanning is not known to be a particularly safe port.
across the river must make an Observe test
(+10 for Excellent Vision) to see Count von Should the PCs visit any of the riverside taverns –
Walfen’s ship berthed at Talagraad. Once such as the Ten-Tailed Cat, The Hare & Hounds
again, the PCs will have to rely on the ferry (both of which are described in Warpstone # 22,
service of Tobias Fähremann and his sons, pages 52-53), the River Maiden, and the Tumbling
Ernst and Walter. There is a bell near the old Waters – they may hear the following rumours and
temple of Karog so anyone wishing to cross news (much of it misleading in part):
can summon Tobias. !" The craven Count of Hochland pulled his
troops from the fight against the Ostlanders
Tobias’ fee has risen to 15 shillings per person for because Averlanders sacked one of his soft
a one-way trip across the river. The talkative towns.
ferryman is keen to hear any rumours and news
the PCs have. He will question them during the !" The Grand Duke was killed by foul sorcery.
entire five-minute trip it takes to get across the !" They say that there was treachery in Castle
river. Given the recent unpleasantry with the war Schloss.
and all, business has not been very good.
!" The Ostlanders had to have many wizards in
As the PCs reach the south shore, a single bell their midst. How else can they fight
from the local chapel of Ulric pells mournfully. Talabeclanders, Nordlanders, and the Orcs in
At the busy harbour, a town crier announces: the east with some success?
!" I’ve heard that half of Altdorf was burned to
“Harken to me, good people of
the ground by a small band of mutant-lovers.
Talagraad. Word has reached
Her Grace Grand Duchess Elise !" It’s said that the Emperor led the victory
Krieglitz-Untermensch that her against the allied Middenland-Middenheim
cousin, His Grace Grand Duke army.
Gustav von Krieglitz, has died
!" No, Middenheim has thrown its lot with the
from wounds suffered in battle.
Emperor. The two mean to divide up the
May Ulric and Mórr take mercy
Empire between them.
on his soul.”
Captain Halder returns to his ship in the evening
The PCs may be surprised for many reasons, of 15 Vorgeheim. It took him some time to be able
one of which may be that Count Feuerbach or to deliver the message from the Emperor to the
the seneschal did not tell them of the news. Grand Duchess personally, but he was finally able
The fact of the matter is the Grand Duke died to do so. The Captain welcomes the news of the
during the night of the PCs’ departure from the PCs’ success. The Windrunner leaves the next
Ostlander camp. News travels faster by river morning once everything is ready.
and the messenger to the Grand Duchess had
only reached Talabheim late the day before the
PCs arrived at Talagraad. The trip to Schoppendorf can be as eventful or
dull as the GM wishes. River traffic is still slow
The PCs can find the Windrunner easily since many do not know how the war fares and
enough, but Captain Halder is not on board. shortages in crops are beginning to be felt. In
The rest of the crew is on board and they tell some place, locals have taken the law onto their
the PCs the Captain had a sealed message to own in the absence of roadwardens and hung
deliver to the Grand Duchess. If any event, the whatever bandits or pirates they could find.
Captain told them he doesn’t mean to return to In turn, these have been met with reprisals by
Altdorf until mid-morning on 16 Vorgeheim. some of the stronger bands of pirates and bandits.
So, the PCs are welcomed to stay onboard for
the night or they can come back before the boat
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188
Alone in the Woods and told the Count is exhausted from the long
In the late afternoon of 23 Vorgeheim, the travel.
Windrunner pulls into the small harbour of the
rich timber town of Schoppendorf. Captain [GM Note: The background information on
Halder comments that the PCs might prefer to Schoppendorf used in this scenario comes from
stay in town on this trip since it is too late in the Schoppendorf material from the Warpstone
the day to make it to the hunting lodge to the website (warpstone.darcore.net – direct link is
northeast. If so, he recommends the warpstone.darcore.net/articles/schoppendorf/).
Grandfather Oak Inn, located near the We strongly urge GMs to look over the site and
Timberplatz and close to the Woodcutters add whatever elements necessary to make this
Tankard. He wishes them luck. segment of the scenario more enjoyable for their
players].
The guards at the Waterway Gate tell the PCs
that while they can wear their weapons and The Woodcutter’s Tankard is a lively and crowded
armour in town, they are prohibited from using place. It’s a huge alehouse that once was an
these in town. As the PCs walk through the unused warehouse. Johann Wetterloffel is the
gate and past the wooden palisades, they can owner and has known many of the local
see the buildings in town are mostly made of woodsmen for over two decades. While Johann
wood with few workings of stone. Finding serves standard fare, he has three very good
Timberplatz is easy enough since it is at the varieties of ale from which his patrons may select
junction of the streets leading to the harbour and pay extra for a pint: Boars Head Red (1/2 or
and Timber Gate. 14d), Taal’s Amber (1/5 or 17d), and Ulric’s Dark
Bitter (1/8 or 20d).
The prices for private rooms at the Grandfather
Oak Inn are reasonable. Wenzel Haydn runs a While the PCs are having a jolly time in the
clean establishment and serves good fare. The Woodcutter’s Tankard, they can hear the
war hasn’t affected the local area at this time, following:
so the cost of lodging and food is roughly that
listed in WFRP, page 293. If asked for news, !" Something big must be happening. The great
Wenzel beams as he tells the PCs the Emperor, lords of the West have arrived two days ago
Graf of Middenheim, and Grand Countess of and made their way in the direction of the
Nuln arrived from Altdorf just two days before. Grand Duke’s hunting lodge.
He comments that knights from several Orders !" Grand Duke von Bildhofen was not in their
escorted them, among them the legendary company.
Knights Panther. In the event the PCs mention !" Some say the Grand Duke has fallen out of
they are Knights Panther, Wenzel scoffs since favour.
they do not look like the knights he’s seen.
Should the PCs show him their medallions, !" Ostlanders have arrived in town. Did he come
Wenzel apologises profusely and then, once to surrender?
excitement takes over, offers to give them their !" Bands of Beastmen are still attacking isolated
room and board free for the night. homesteads. Why did the Grand Duke attack
Altdorf rather than defend us?
About an hour after the PCs arrived at
Schoppendorf, they can hear the sound of the !" Or attack the Elves. Did you hear that the
bell on the gatehouse clanging. The slow Elves murdered Baron Nikse of Nordland?
rhythm of the bell signals the approach of !" Perhaps the meeting is to plan an attack on the
someone significant rather than an attack. If Elves in the north?
the PCs held towards the docks, they will see !" I’m more concerned about the price of hemp
the arrival of Count von Raukov, a scribe, and from Ostland. There are stories that there will
an escort of ten Knights of the Order of the be a shortage.
Bull. After talking to the gate guards, the
Ostlander party make their way to the manor !" The harvest in the east has been lost due to the
house of Lord Albers Wasserbad, where they war.
will spend the evening. Should the PCs try to If there are any Elf PCs, they will notice the
speak to the Count, they will be pushed away unkind manner in which the woodsman patrons

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glare at them. They make no move to attack As the PCs make their way, they can see campsites
anyone, however. So long as Elf PCs make no set up in several clearings with “off-duty” Knights
antagonistic moves, the patrons will soon forget and their attendant Sergeants out of their armour
them. Should Elf PCs try to aggressively (leggings may still be on, but all other pieces have
defend themselves, they may incite a brawl. been removed) and enjoying a moment of
Drunken woodmen need little encouragement. relaxation in the woods. Many are practicing their
craft, sharpening weapons, or taking a moment to
With the coming of 24 Vorgeheim, the PCs still eat some food and drink some ale. In addition to
have a day before the truce negotiations begin. Knights Panther, High Helms, and Imperial
They could either venture forth to the hunting Guards, the PCs can see men wearing a surcoat of
lodge early or stay in Schoppendorf until they a Red Lion on a field of Black and Yellow. PCs
receive a summons from Baron Heinrich to with the Heraldry skill recognise these knights as
meet him at the hunting lodge by 2:00 PM. A belonging to the Order of the Red Lion from Nuln.
Knights Panther delivers the summons. By
early afternoon, horns from the direction of the Whenever a contingent of Knights appears escorting
Waterway Gate sound the arrival of Grand their lord, a trumpet (or some such horn instrument)
Duchess Elise Krieglitz-Untermensch of is sounded summoning the Knights Panther
Talabheim and Count Helmut Feuerbach of Grandmaster and two Knights Panther to the
Talabecland who are travelling together along entrance of the encampment. He welcomes the
with their aides. The Grand Duchess has arriving noble and hands an Imperial writ to him or
provided the escort of nine Storm Guards (an her placing their accompanying Order of Knights
elite group of nine knights named in honour of under his command for the duration of negotiations.
the nine survivors of the Battle of Nizkiy Ridge Von Plauen then has his two Knights escort the
in 2302 I.C.) and eleven Knights Panther, noble to the hunting lodge while he takes the newly
Talabheim chapter. Count Feuerbach decided arrived knights and sergeants to their campsite.
to leave Talabecland’s elite Order of the Eagle
behind defending Castle Schloss and the late The Ducal hunting lodge is actually an old stone
Grand Duke’s young wife and twin boys. keep built on an ancient earthen mound. Two
Imperial Guards stand at attention at the entrance
When the PCs make their way to the hunting of the lodge. They will not let the PCs pass unless
lodge, the trip takes them around two hours. they are in the company of one of the nobles in
As they near, two helmeted Knights Panthers attendance. The PCs are obliged to wait outside
bid the PCs to halt and identify themselves. until then.
PCs will have to pass an Int test (+10 for Acute
Hearing) to recognise the voices as belonging When they are in the company of the Baron,
to von Gutzkow and von Schelling. Whether Heinrich Todbringer has the PCs follow him into a
the two guards are recognised, the Knights private chamber within the lodge. Before they get
Panther still require the PCs to produce their down to business, the Baron wants the PCs to
Imperial warrant or summons from Baron relate to him everything that has passed since they
Heinrich in order to pass. In the event the PCs were last in his company. Baron Heinrich urges
have lost both, they will not be allowed to pass the PCs to not leave out any details. Should the
the established perimeter without the help of PCs mention their part in the death of Baron
Count von Walfen or Baron Heinrich. Luckily Helmut Todbringer, Baron Heinrich assures them
for the PCs, one of the two men do check on they are not in any trouble. The PCs were
the security situation from time to time, so the lawfully in the service of both the Emperor and
PCs can wait for as little as 10 minutes or as Graf at the time, so they are protected from any
much as two hours. legal ramification for killing a noble.
Once the PCs have produced the warrant (or Once the PCs have finished, the Baron tells them
summons if they have it in their possession), negotiations for a truce to end the eastern war
one of the Knights Panther tells them they are begin at noon on 25 Vorgeheim. In honour of their
to report to Baron Heinrich straight away. service to the Empire, the PCs will be given a
They instruct the PCs to stay on the path and
they will reach the hunting lodge in five place in the meeting to observe the proceedings.
minutes. If the Baron is not there when they The meeting would otherwise include only the
arrive, the PCs are expected to wait for him. nobility and their clerks. In order to ensure the

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meeting goes off without a hitch, the various By late afternoon, the PCs will spot the Crown
Knightly escorts will maintain a perimeter Prince and the assistant of his secretary strolling
around the grounds of the lodge as well as the near the Keep with Herr Fechner following
old keep itself. sheepishly. The two seem to enjoy one another’s
company. Even if the PCs observe the situation
Baron Heinrich also informs the PCs that a from hiding, the PC with the highest Fel
pavilion has been set up on the outside for their characteristic (no matter the gender) must make an
private use until the time for the meeting has Observe test (+10 for Sixth Sense, +10 for
arrived. The PCs are expected to be in the Excellent Vision) to catch Greta Cranach’s looking
Great Hall of the hunting lodge 15 minutes at him/her. Though brief, Greta locks the PC’s
before the meeting begins to take their seats. eyes and gives him/her a quick smile. The smile
Should the PCs ask who is expected to be in looks less friendly than eager. The moment is
attendance, Baron Heinrich tells them: over suddenly and the oblivious Crown Prince
!" Emperor Karl-Franz I continues his animated conversation with the
raven-haired beauty.
!" Graf Boris Todbringer
!" Grand Countess Emmanuelle von Liebewitz That night, the PC who caught Greta’s glance has
!" Grand Duchess Elise Krieglitz- a restless sleep. All they can dream about is
Untermensch standing naked before the appraising and intense
emerald eyes of the Crown Prince’s companion.
!" Count Valmir von Raukov So unsettling is the PC’s sleep that he/she must
!" Count Helmut Feuerbach (or Grand Duke test against their Cl. Failure means the PC will
Gustav von Krieglitz, if the PCs failed to suffer from a –10 to their Cl characteristic
mention his death). whenever they are within 20 feet of Greta. A
!" Crown Prince Wolfgang Holswig-Abenauer failure of greater than 30 means the PC also picks
in an observer role. up an Insanity Point.
!" Count Siegfried von Walfen in an observer
role. The Final Enemy Within
!" Baron Heinrich Todbringer in an observer A Knights Panther approaches the PCs’ pavilion
role. an hour before noon. He informs the PCs it is
time for them to make their way to the lodge. The
With that, Baron Heinrich excuses himself Knight was sent by order of Baron Heinrich.
since he still has a number of things to do
before the negotiations begin. He then escorts The PCs are admitted to the lodge without any
the PCs out of the lodge and points to the difficulty this time. The Great Hall is 60 feet long,
direction of their pavilion. 35 feet wide, and 20 feet in height. Large double
doors mark the main entrance, and there is a single
There is always a chance the PCs will opt to door at the other end leading to the bedchambers
walk about the area, looking for some mischief and private quarters. Large, high windows on one
in which to involve themselves. The Knights side allow the light from the outside in. A long
guarding the perimeter are unlikely to want to table has been set up at centre of the Great Hall.
engage in conversation. They take their task There are six chairs at the table, one at each end
seriously and certainly do not welcome the and four on one side. A number of chairs have
company of those “playing” at being a knight. been set up in a row for the observers to watch the
Should the PCs persist, they may well be on the proceedings. There are enough chairs for the PCs
receiving end of insults from those outside the as well as another nine individuals.
Order of Knights to which they belong (“The
standards the Knights Panther once held surely As the assemblage gathers, Baron Heinrich assists
have slipped”) as well as from other Knights with introductions and shows people where to sit.
Panther (“They must be connected to escape Other than the three observers mentioned above,
guard duty.”) these are:

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!" Freiherr Alfred Neunath von Nuln (Lord At this moment, Greta Cranach begins to moan
Historian of the Collegium Historica in and groan with pleasure from her seat. Martin
Nuln) Fechner tries to quiet her. She lets out one last
scream of ecstasy and then her body bursts open,
!" Baron Victor von Eigenhof of Wissenland spraying blood and splattering gore, as a Greater
(aide and current favourite of Countess von Daemon of Slaanesh emerges from her ruin. All,
Liebewitz) including the PCs, are momentarily stunned as the
Keeper of Secrets calls forth a Daemonette from
!" Baron Stefan von Raukov of Ostland Martin Fechner’s screaming body, killing the
(younger brother of Count von Raukov) Secretary in the same fashion as Greta died.
Seeing what the woman who seduced him on
!" Martin Fechner of the Reikland (Crown many occasions recently became, the Crown
Prince’s secretary) Prince’s mind shatters.
!" Greta Cranach of the Reikland (green-eyes,
raven hair beauty and Martin’s aide)
!" Baron Mayer Feuerbach of Talabecland
(older brother of Count Feuerbach)
!" Freiherr Nikolaus von Teich-Adler of
Talabheim (First Secretary of the
Geheimekonseil; see WS #16, page 27)
From left to right, Baron Heinrich seats the
Historian von Nuln, First Secretary von Teich-
Adler, Count von Walfen, himself, the PCs, the
Crown Prince, Fraulein Cranach, Herr Fechner,
and the three other Barons. The provincial
leaders are the next to enter the Great Hall.
Baron Heinrich seats the Ostland and
Talabecland Counts on opposite ends of the
table. Across the other four seats sit Grand
Countess Emmanuelle, Emperor Karl-Franz,
Graf Boris, and Grand Duchess Elise. The
Emperor’s Champion, Ludwig Schwarzhelm,
position himself behind the Emperor.
As the group sits, Count Feuerbach looks at the
observers and then raises his objection to the
presence of the PCs. Graf Todbringer counters
the PCs have earned their place at the
conference and it is by the Emperor’s, his, and
the Grand Countess’ leave that they are here.
Though still fairly weak as he continues to
recover his health, the Emperor opens by
stating the meeting has been called to negotiate
a truce to end the war in the east. He places his The PCs must successfully pass a Terror test to
Runefang (Realms of Sorcery, pages 162-164) react to the presence of the Greater Daemon. The
on the table top, followed by the Graf and Emperor’s Champion is the first to react, grabbing
Grand Countess. The Emperor announces the the Emperor and carrying him to safety. The
swords represent their respective offices and Barons of Talabecland and Ostland recover
the lawfulness of the proceedings. The Graf of quickly to attack the Daemons, buying the PCs
Middenheim takes over at this point and asks time if they all failed their respective tests. Baron
the two Counts each present their respective list Todbringer and Baron von Eigenhof use the delay
of grievances, starting with Count von Raukov. to reach Graf Boris and Grand Countess

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Emmanuelle, respectively to usher the two out, These Dwarf-made swords are runic weapons and,
as does Freiherr Nikolaus von Teich-Adler in even though the Rule of Jealousy (Realms of
racing towards Grand Duchess Elise. Baron Sorcery, pages 103, and Dwarfs: Stone and
Heinrich calls out to the PCs ordering them to Steel, page 57) negates their special ability, they
hold off the Daemons until the nobility are
cleared, giving the PCs a +10 to their next test; count as magical weapons. The PCs may need to
while Heinrich himself and von Walfen make avail themselves of these weapons in order to
sure that all Electors are safely led out of the hall. succeed against the Slaaneshi Daemons.

The two Barons facing the Daemons do not last The Daemons fight for 10 rounds before requiring
long. They are both brutally cut down in an Instability test (WFRP, page 215). The two
whatever gruesome manner the GM decides in Knights at the double doors arrive to fight
the first round. Their deaths give the PCs an (assuming they pass their own Terror test, their
additional +10 to their Terror tests (cumulative Cl attribute is 57) in 5 rounds and others not until
with Baron Todbringer’s shout). In their the tenth round. Should the PCs fall to the
excitement, the Daemons turn towards the PCs, Daemonic attack, many knights and sergeants die
looking to dispatch them before chasing down
the nobility fleeing out of the double doors. before instability claims the two Daemons.

In the excitement of the fighting, the three


Electors left their Runefangs on the table.

Lushtongue, Daemonette
Daemonettes (Q’tlahs’itsu’aksho) are the most common of Slaanesh's daemonic followers. Like
Slaanesh, they are perversely and unnaturally beautiful and cause loathing rather than admiration,
except among the most depraved. Daemonettes are nearly as tall as a man, and are generally
white skinned (sometimes they can take on a pastel colour like a Keeper of Secrets), with deep
green saucer-like eyes. Daemonette figures and faces are similar to beautiful human women, but
they have only one breast, usually on the left. They often have long flowing white or yellow hair,
and decorate their bodies with tattoos in a variety of pastel shades. The arms of Daemonettes end
in chitinous crab-like pinchers. In addition, they have two-toed clawed feet and a razor edged tail.
Daemonettes sometimes wear elaborate chain mail armour.
M WS BS S T W I A Dex Ld Int Cl WP Fel
4 57 42 4 3 5 60 3 10 89 89 89 89 89

Psychological Traits: Daemonettes are immune to all psychological effects, except those caused
by any god, Greater Daemon, or Daemonic Prince.
Magic: A Daemonette of Slaanesh can know up to 6 Level 1 spells. In Lushtongue’s case, it only
has Acquiescence and Steal Mind.
Special Rules: A Daemonette has two claw attacks and one tail attack. They have 1 Armour Point
on all locations. A devout worshipper of Slaanesh may summon D6 Daemonettes
riding Mounts of Slaanesh by using a Summon Lesser Daemons spell, but at a cost
of only 1 Magic Points. If any Daemonettes survive their mission, they will
demand that the summoner sacrifices one of his company to Slaanesh before they
will depart peacefully. Lesser Daemons cause Fear to creatures under 10 feet tall
and are subject to Instability.
Chaos Attributes: A Daemonette may be granted up to 6 Chaos Attributes. Lushtongue was the
Chaos gift of Irrational Hatred of Elves.

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Riploose Sinewthrob (true name: Eu’dair’kwanio)- Keeper of Secrets
Keepers of Secrets are the huge and powerful Greater Daemons of Slaanesh, resembling
Minotaurs in their general physique, but with two pairs of muscular arms. The upper pair ends in
immense, crab-like pinchers and the lower pair in powerful humanoid hands that can either hold a
weapon or pummel an opponent. Their chests also show their half-male/half-female nature, having
one breast, usually on the left. Keepers of Secrets dress in a baroque costume of chain mail and
leather and their skin colour varies widely: always a pastel shade of red, orange, electric blue or
vivid green.
Though violence is only a small part of Slaanesh's nature, Keepers of Secrets are perfectly
equipped to destroy the Lord of Pleasures’ enemies. These beings take a sadistic and erotic
pleasure in killing and torture, and exist for the enjoyment of carnage. It is also said that Keepers
of Secrets (Q’tlahsi’issho’akshami) have earned their name since they know the secret yearnings
and desires of any living being, past and present. They may trade their knowledge for services
which will further the will of Slaanesh
Keepers of Secrets are sometimes summoned by Daemonologists in order to gain information
about an individual that the Keeper knows. A Keeper of Secrets will always demand some task in
return, which range from seducing a person into a chaos cult to corrupting a whole city
government. The task is dependent upon the importance of the question asked. The Keeper of
Secrets also requires the summoner to perform the required task by a certain date. After that date,
if the task has not been performed, there is a 10% chance each day that the Keeper will return to
wreak some unnatural revenge on the Daemonologist..
Keepers of Secrets have a 50% chance of being equipped with Daemon Armour (see WFRP
p.230), and usually have a magic weapon of some sort. Riploose has neither in this scenario.
M WS BS S T W I A Dex Ld Int Cl WP Fel
6 90 93 7 7 47 100 7* 89 89 89 89 89 18
Psychological Traits: Keepers of Secrets are immune to all psychological effects, except those
caused by any god.
Magic: Keepers of Secrets know 6 spells of various levels. Riploose Sinewthrob knows the
following spells (Realms of Sorcery, pages 232-235):
1st: Acquiescence, Dark Hand of Destruction
2nd: Doombolt, Pavane of Slaanesh
3rd:Beam of Slaanesh, Soul Drain
Special Rules: The Keeper of Secrets has 4 claw attacks or 4 weapon attacks, 1 bite or gore and 1
stomp. Greater Daemons, such as Keeper of Secrets, cause Fear in all living
creatures and Terror to creatures under 10 feet tall. They are subject to Instability
and are immune to normal weapons.
Chaos Attributes: A Keeper of Secrets may be granted up to 6 Chaos Attributes. Riploose
Sinewthrob has the following attributes:
1. Poisonous Bite (treat as spider venom, WFRP, page 82)
2. Mark of Slaanesh on forehead.
3. Scorpion’s Tail (A+1*)

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Epilogue
The inside of the Great Hall is a washed in the presented with medals to wear about their neck
blood and body parts of the dead. The denoting their new status. If the PCs have
shattered Crown Prince, covered in the blood performed well throughout this scenario, they are
and gore of those who died around him, rocks each asked to kneel before the Emperor so he can
and mutters with vacant eyes amid the carnage. knight them. They are then asked to rise and
The only future for him lies with the Shallyan given lands in eastern or southern Ostermark to go
Asylum near the village of Frederheim. with their titles. The fact that marauding Orcs or
worse currently plagues these lands is a small
The fallen PCs are brought forth from the Great matter for individuals with the PCs’
Hall. Priests of Sigmar (including senior cleric accomplishments and talents. The PCs are also
Adolphus Polewanacracer) and Taal (Timm presented with a document which traces their
Berr) are summoned from nearby lineage to a noble house that was thought to have
Schoppendorf to administer to the wounded, become extinct in the distance past. Much of this
including the PCs. The elderly Priest of Mórr, is actually made up since those in power do not
Brother Jarmusch, attends any who died, want it known that commoners – such as the PCs
preparing them for a voyage to Altdorf where are likely to be – may have the talent and ability to
they will be given a state funeral and buried in rise above their social station.
the Temple of Mórr.
In the event the PCs have not played particularly
The interrupted meeting to negotiate the truce well, like botching the Emperor’s rescue or
reconvenes at the Imperial Palace in Altdorf on allowing the Slaaneshi Daemons to wreck death
33 Vorgeheim. Surviving PCs (including the on those outside the hunting lodge (unless they all
wounded) are allowed to attend the five-hour fell in battle), then their reward should be less
session where a truce is eventually reached substantial and given to them in private. A
ending hostilities in the east. A final, political grateful Emperor could give them anywhere from
settlement is delayed until a more formal 200-700 GCs each with a pardon for any act of
meeting can be arranged with all Electors, dubious legal standing committed when the PCs
provincial rulers, high-ranking nobles and were in His service or when they were “working”
diplomats in attendance. Such a meeting will for the Temple of Mórr.
take place in about eight weeks time, on
Mittherbst Autumn Equinox. Should the PCs really play poorly – for example,
failing to deliver the letters summoning the Counts
In the meantime, the PCs are allowed to stay as of Ostland and Talabecland or fleeing en masse
honoured guests at Middenheim House. To from the Slaaneshi Daemons – then the PCs award
clear the way for them, Graf Boris and his would be no more than 100 GCs each, free
entourage move to apartments within the passage to Marienburg on a fast ship, and a stern
Palace. Baron Heinrich also departs for a time, warning they will be imprisoned if they ever
but leaves a guard detachment to protect the return to the Empire.
PCs.
Once the PCs have been given their just rewards
Moreover, the Emperor officially rescinds the and excused, the Grand Conference commences.
2512 Edict on Mutants. Debates are fierce; as provinces that gained
ground during the war are struggling to exchange
The PCs are summoned to the Grand that for more land or – in the case of the minor
Conference in the Volkshalle before it officially provinces – independence and an Electoral vote,
opens. They are introduced to the assembly as while losers of the war are trying their best to
“Heroes of the Empire” for their valour and control the long-term damage. In the end,, the
efforts on behalf of the Empire. Each is following things are agreed:

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!" In Ostland, Count Valmir von Raukov is !" Grand Duchess Elise Krieglitz-Untermensch is
confirmed as the new Grand Prince and recognised as ruler of Talabheim, but loses her
Elector. The province concedes its Electoral vote and is formally subordinated to
northwestern corner lost during the war Talabecland. Talabheim retains its status of
to Nordland, including the port of freistadt, however .Ostermark is declared
Norden. However, it also gains the independent of Talabecland and bestowed with
baronies north of the Talabec, including Electoral status.
Castle Schloss, from Talabecland.
!" Hochland is declared independent of
!" Following its successful campaign into Talabheim and bestowed with Electoral status.
Ostland, Nordland is not only enlarged Baroness Tussen-Hochen of Hochland has
on this front, but also obtains been lost during the plague and ensuing chaos
independence from Middenheim and in Bergsburg. Count Aldebrand Ludenhof is
bestowed with Electoral status. With confirmed as the new Grand Baron and
Baron Nikse assassinated and his sons Elector of Hochland.
fallen in battle, Marschall Theoderic The Provincial rulers are expected to return to
Gausser is appointed new Grand Baron Altdorf on 25 Pflugzeit 2515 to ratify the agreement
and Elector of Nordland. and verify that its terms were carried out.
!" Talabecland must accept a concession of
its baronies north of the Talabec In addition, the following events take place soon
including Castle Schloss to Ostland, after the Civil War ends:
implying that the River Talabec now
!" The Middenland Lector, Manfred von
divides the two provinces. Also, it loses
Hindenstern, is elected as new Grand
the overlordship of Ostermark. Following
Theogonist and takes the name Volkmar. At the
his successful defence in the south, Count
same conclave, the Eimar Concord draft is
Helmut Feuerbach is confirmed as Regent
amended and sent to Middenheim and
on behalf of the former Grand Duke
Talabheim.
Gustav’s young sons. Furthermore,
Talabheim is subordinated to !" The Fræi-Ulrik of Nuln, Emil Valgeir, was
Talabecland. elected to become the new Ar-Ulric.

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Experience Points
25-40 Roleplay (per session) 10 Find the hidden letter informing
Wolfgang of Chedwic Wanner’s
Return of the Knights Panther arrival
5 Noting the design/image of the seal
Smoke on the Water 10 Preventing the meeting between
10 Paying off the Kislevite pirates. Leberecht Eucken and Wolfgang
5 Chasing off the Kislevite pirates Blitzen.
and sowing the seeds of future 10 Preventing Leberecht Eucken from
problems for Ulf. leaving Bergsburg
5 Avoid fighting Wilhelm 10 Following Wolfgang to his morning
Grudenburg and his men. meeting with Bernd Küster at the
15 Interfering with the attack of the Mauerweg
Cult of the Howling One on the 15 Preventing Bernd from
homestead of the Schäffer assassinating the young Ulrican
family. priest, Justus von Heyse.
Another Brick in the Wall 10 Stopping Bernd from leaving
5 Dealing discreetly with Bergsburg.
Hermann Krauthammer 5 Visiting Baron Eduard von
Münsterberg at the Middenheim
Over the Hills and Through the Woods House
5 Resisting temptation to show
15 Defeating the Sons of Ulric and
their connections to the Knights
Cult of the Howling One north of
Panther at the Sudentor Gate
Heedenhof
5 Inquiring about the Beilheim
10 Interrogating Reinhardt von
district at the gate
Kutenholz
10 Meeting Captain von Holzbeck
15 Learning that someone in the
at Mimm’s Well.
Todbringer family is supporting the
Sons
Enter the Wolf’s Den
10 Recovering the letter Wolfgang
On the Hunt receives after Bernd left Bergsburg
10 If the PCs avoid Wolfgang 5 Waylaying courier and taking
Blitzen detecting them as Wolfgang’s letter bound for
Knights Panther Middenheim.
5 If PCs learn about Wolfgang 5 Following Wolfgang as he heads
from barkeep at the Wolf’s south
Head.
15 Prevent ambush of Sigmarites from
10 Track Wolfgang to his residence occurring
5 Learn Wolfgang’s daily routines 10 Disrupt ambush after attack is
5 Search Wolfgang’s room launched
without being detected 5 Conclude that Gebhard Bergius of
Wolfenburg betrayed the Sigmarite
Lector and his entourage.

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Onward to Middenheim 10 If PCs realise that use of
5 Meet the contact at the Red gunpowder is anathema to the cult
Moon Cabaret in Middenheim. of Ulric
5 Follow Wolfgang’s contact at 10 If PCs succeed in getting the two
the Sword and Axe to its dead- young Knights of the Fiery Heart to
end. relax and confide in them.

Into the Maelstrom One Way or Another


5 For each bit of information the PCs
On the Road to Altdorf gain from the criminal element (up
5 Avoiding the toll-house to a maximum of 20 ep)
5 Keeping mission secret 5 Gaining information from the Gold
5 Kill Beastmen outside the College
Broken Axle 5 Obtaining Karstin Largsdottir name
5 Avoiding a fight with the Sons from the Dwarfs
of Ulric 10 Gaining information from Karstin
5 Learn of the horrible stench that 5 Asking Karstin for a meeting with
preceded the mutant attack the Dwarf Engineers’ Guildmaster.
10 Recognize that the foul stench of
a mutant signalled the attack on Death of a Grand Theogonist
the Shrine of the Shining Rock 10 Talking to Mayer Gauss before his
murder.
10 Attack the Red Crown in
defence of the Shrine. 15 If PCs granted an audience with the
Dwarf Engineers’ Guildmaster
10 Capture and interrogate Anders without Karstin’s assistance.
Köhler
10 If PCs learn that the explosion was
5 Find the warning about the likely caused by eight kegs of
priests. gunpowder, with only four missing
from the Guild.
Altdorf Calling
5 Remembering to speak the code 10 If PCs find and talk to Batrek
words to Herr Erich Alder. before his death.
10 Finding a way to reach the 10 If PCs find out anything about Udo
Oberhausen flat for a meeting. Schwimmer
5 Asking about Count von Breakdown of Order
Walfen’s own men. 10 If PCs recognise the marks and
5 Asking about Ostland Lector creases on Udo’s torso as a
Nikolaus Auerbach mutation.
5 If PCs head straight to the 5 If PCs notice that they are being
Temple of Mórr as instructed watched after leaving the Chapel of
Mórr.
10 Investigating the site of the
explosion 5 Following Purple Hand cultist to
the drop site.
5 If PCs note the messages written
in blood. 5 Gaining information from Purple
Hand cultist

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5 Learning about events before the 10 Obtaining magically locked and
explosion from Ostland Lector coded journal
Nikolaus Auerbach 10 Unlocking the journal
10 Learning about the Magnærans 20 Deciphering the encrypted entries
5 Noticing the Emperor’s 5 Admitting Doktor Fassbinder into
condition at the Grand their townhouse
Theogonist’s funeral procession.
15 Abducting Brother Dieter
10 Learning where the “pickled
herring” from Nuln was 10 Successfully extracting information
delivered. from Dieter Kucinich.
5 Reach Fokker’s residence before 15 Foiling attack on townhouse
the Templars of the Fiery Heart 10 Putting the fire out before it
5 Eavesdropping on the Sigmarite becomes out of control
conspirators 5 If PCs turn over Dieter Kucinich to
5 Subdue the conspirators the Priestess Inga
10 Gaining information from the 5 If PCs find the corpse in
conspirators. Fassbinder’s office
20 Stopping the crowd from 5 Meeting with Priest Philipp at the
burning down the Chapel of Imperial
Ulric and hanging its clergy. 10 Arriving at Graustein Keep at the
5 Helping put out the fire before it appointed time
spreads further. 5 Arriving at Graustein Keep after
5 Spotting Chancellor Heinz in the dawn
entourage assembling to meet 15 If PCs agree to rescue the Emperor
the Crown Prince.
5 If PCs learn that Simon is a
10 Meeting with Court Lector member of the Graukappen
Lothar von Metternich.
10 Descending into the sewers before
5 If PCs set up surveillance and dawn
spot Brother Dieter visiting the
5 If PCs get past a Sewer Jack patrol
Chancellery after they’ve met
on the way into the Palace without
with the Court Lector
resorting to violence.
10 Escaping the ambush at the
5 Successfully hiding when the
warehouse
Imperial Guards open the door for
5 Obtaining information on the Eva.
Emperor’s health in a meeting
5 If the PCs are honest with Eva
with Doktor Silma Dönitz
10 Avoiding detection by the guard
5 Send message to Chancellor
detail in the aquifer.
from “Kastor Lieberung”
10 If PCs decide to travel in the
10 Intercepting message from
sewers to the postern gate
Chancellor Heinz to Brother
Dieter 15 If PCs opt to make it through the
sewers to the grates at the Reik
15 Impersonating the Chancellor to
gain access to his office. 20 If PCs choose the route to the Little
Reik
5 Finding concealed wall safe
Empire at War
199
15 Getting past a Sewer Jack or 5 Taking precaution of wet cloth to
Watch patrol during the escape avoid choking on smoke.
without violence 5 PCs join effort to put out fire.
5 Fighting their way past a Sewer
Jack or Watch patrol to continue
their escape. Last Man Standing
20 If PCs successfully reach the 5 PCs inform Baron Heinrich that
rendezvous with Erich Alder. Karl-Heinz Wasmeier is still alive.
5 PCs inform Baron Heinrich of
War! Captain Erwin von Mühlerberg’s
treachery.
Restoration 15 PCs kill Gurg and his warband.
5 PCs honestly deal with the riders
5 Gaining the trust of the Carroburg
from Reikmarshall Helborg.
delegation.
5 PCs rescue one of their own
5 Joining the Carroburg delegation to
from the Palace dungeons.
Bröckel.
5 If Shallyan Sister Eva asked
5 Discovering, but not attacking the
about the elderly Eva Herzberg.
mutants.
Purple Rain in Altdorf 10 Discouraging the pirate attack
5 If PCs visit with Priestess Inga. 5 Beating off the pirate attack
10 Capturing a Purple Hand cultist 10 Defeating Captain Erwin von
and successfully interrogating Mühlerberg
him.
10 Defeating the Sons of Ulric
10 Capturing a Purple Hand contact
and getting “Brother Karl’s” 5 Killing Baron Helmut Todbringer.
description. 10 Delivering the sealed letter to
10 Learn about the Purple Hand Count von Raukov.
meeting to take place. 10 Handing the sealed letter to Count
5 Meet with Doktor Fassbinder. Feuerbach.
5 PCs mention the assassin’s 5 Returning the horses to Willi
technique to Count von Walfen. Aufstand at the Nimble Frog.
10 PCs track down and kill the 5 PCs avoid trouble at the
assassin Eugen Klopstock. Woodcutters Tankard.
10 PCs defeat the Flamers set 10 PCs defeat the Daemonette.
against them. 30 PCs defeat the Keeper of Secrets.
+1 Fate Point

Aftermath
Even after the PCs have saved the Electors and section provides information on many of these
Empire from the Slaaneshi daemons and loose ends (otherwise known as “adventure
disaster intended by the Purple Hand, there are hooks”) to assist an enterprising GM develop
still unresolved problems that may need to be these into further adventures for their PCs.
brought to a more complete conclusion. This

Empire at War
200
Karl-Heinz Wasmeier the PCs’ activities in manner similar to their
If used by the GM running EaW, Karl-Heinz brethren in Middenheim in the aftermath of Power
Wasmeier has escaped the PCs yet again. behind the Throne. In the wake of the PCs’
Using the fire as cover, the former Magister efforts, the Graukappen has captured many of the
Magistri of the Purple Hand cult in surviving members and leaders. All captured
Middenheim has fled the Imperial capital to Purple Hand cultists were thoroughly and severely
live another day. Wasmeier used a Magic interrogated before being found guilty of high
Bridge spell to reach the other side of the city treason and executed (drawn and quartered) in the
wall and then made his way to Nuln. Kaiserplatz to the cheers of the crowd.

Once safely in Nuln, Karl-Heinz adopted the The Purple Hand in Altdorf and Middenheim ceased
new identity of Herr Doktor Kunstler. In his to be a threat to the Empire’s security and stability
time there, Doktor Kunstler learned an old until 2519. By this time, Doktor Kunstler will be the
Purple Hand colleague, Erich Kalzbad, was leader of the largest Middenheim contingent and
now a Law Lord of Middenheim. The two Herr Heilemann his Altdorf counterpart.
corresponded until 2516, using the time to lay
the groundwork for Doktor Kunstler’s return to
the City of the White Wolf. Cult of the Red Crown
Despite the fact that Anders Köhler is killed either
The PCs should not be able to pick up the trail of at the hands of the PCs or through the stress of
Wasmeier/Kunstler very quickly. There is little rapid mutation, the cult of the Red Crown remains
evidence to indicate where “Brother Karl” stayed a threat. There are many factions with the closest
while in Altdorf and even less to indicate where one to Altdorf led by Eva Schwarzmann and
he had gone. For all intent, the PCs could covers the territory east of the Reik between
conclude that their quarry perished in the fire. Kemperbad and Nuln. In the coming years, Eva’s
band will become a greater threat and expands it
Having gone to Nuln, Doktor Fassbinder is the operations across the Reik to the area of Grünburg.
likeliest hook to get the PCs back into the hunt Around 2518, the town council of Kemperbad
for Wasmeier, sometime in 2517. This takes increases the bounty of Eva’s head to 500 GCs,
some time since Fassbinder needs to develop dead or alive, preferably the former.
the contacts he needs to continue his one-man
crusade against the Purple Hand. By the time
the PCs have arrived in Nuln, Doktor Kunstler Cult of the Scarlet Member
has already departed for Middenheim and the Presented with the opportunity of causing havoc,
Purple Hand has finally caught up to Greta Cranach made the ultimate sacrifice in a
Fassbinder. Moreover, the upper echelon of bid to destroy the rulers of the Empire. The
Purple Hand in Nuln will know of the PCs by leaders of the cult of the Scarlet Member did not
their reputation as well as Kunstler’s sanction her actions since Greta’s attempt only
description. The reception the PCs are likely to provided her with the gratification she craved.
get in Nuln would delay any plans to follow The cult leaders prefer to advance Slaanesh’s
Kunstler to Middenheim. goals through deliberate and prolonged use of
debauchery rather than the unsatisfactory that
As detailed in the Mark of Heresy novel by
comes with the all-too-quick climax from gory
James Wallis, Doktor Kunstler makes an
violence. This separation allows the Scarlet
appearance in Altdorf in 2522.
Member to continue down their path to
damnation for a few more years until several
high profile and depraved murders led the
The Cult of the Purple Hand Graukappen to round up and execute the
Though not quite destroyed, the Purple Hand in Slaaneshi cultists.
Altdorf has been dealt a devastating blow by

Empire at War
201
Sons of Ulric Colour Colleges (top wizard) in the Empire.
Like the Purple Hand, the Sons of Ulric have Witch-hunter Gamow becomes Witch Finder
suffered a setback at the hands of the PCs from General, but his hatred of wizards and their
which it will take years to recover. Any sorcerous ways turns him towards the secret
survivors at the encounter at the Nimble Frog worship of Khorne. Gamow is killed in the
Inn in Langwiese will be able to provide Ostland/Hochland border region in 2521 in a
descriptions of the PCs to anyone (other battle against an unknown assailant, as detailed in
members, assassins) who might be in a position the Mark of Damnation novel by James Wallis.
to strike back. Until 2519, the Sons fall from
view while they rebuild their movement.
Private Wars
In addition to the situation elsewhere, regime
Christa Feldmann change in the northern provinces of Middenland,
Even if Christa did not follow the PCs’ Nordland, and Ostland were met by uprisings and
activities closely, she will learn of their exploits discontent. The provincial rulers aggressively met
from the stories circulating among high Altdorf these challenges and, in some cases, violently put
society. Christa might even make an attempt to these down. Graf Boris Todbringer faced the least
build on the ruins of the Purple Hand. resistance since many of the Middenland vassals
wanted the von Bildhofens out of power.
Balthasar Gelt will not actively look to bring on Middenland was pacified in 2515 and Count
outsiders (such as the PCs) to resolve internal Valmir von Raukov put down the uprisings in
college matters, but the ambitious witch-hunter Ostland in 2516.
Gamow (who has yet to succumb to the
worship of Khorne) would. Should the PCs Count Theoderic Gausser encountered the most
linger in Altdorf, Gamow is likely to approach difficulty since rumours had arisen that he put
them with an opportunity to further help the Baron Werner Nikse’s heirs in a position that
Church of Sigmar crush the enemies within. resulted in their deaths at the siege of Ferlangen.
He tells them he suspects the Gold College has Nordland was largely brought under control in 2518.
been penetrated by a Chaos cult though he is
uncertain as to which cult and who in the
College is a member. This is, after all, why he Count Helmut Feuerbach
is recruiting the PCs. Through means still uncertain, Count Helmut
Feuerbach was elevated past several favourites of
If the PCs pass on assisting the witch-hunter, Grand Duke Gustav von Krieglitz to become
Gamow will be able to gather enough evidence Regent upon the fatal wounding of the latter in the
to identify and implicate Christa and her Imperial Civil War.
minions within the College by 2517 I.C. She
flees before either he or Gelt (who Count Feuerbach married the young widow of von
independently uncovered more of the truth) Krieglitz shortly after the signing of the truce ending
could move against her. Right or wrong, hostilities between Ostland and Talabecland,
Christa may take the view that the PCs’ efforts solidifying Feuerbach’s position as Regent. Even
against the Purple Hand were the catalyst with this manoeuvring, Feuerbach had to fight
which brought about her downfall. Her hatred several engagements against those nobles who
of her enemies is further fuelled by the distrusted his motives. In one ugly incident during a
knowledge that her closest allies within the battle against Count Rupert von Mackensen in 2516
College were publicly burned in the Königplatz. I.C., an assassin employed by the renegade Count
beat Countess Elisabet von Krieglitz-Feuerbach and
This episode is not without its own aftermath. murdered the 4-year old princelings, Erich and Adolf
Balthasar Gelt becomes the head of the Gold (rumours say by strangulation). Though Count von
College and, in 2520, Supreme Patriarch of the Mackensen denied any involvement, he was publicly

Empire at War
202
executed as a traitor in the Talabecplatz in the Graf Boris Todbringer brought the two leading
town of Küsel. women in the Empire into a secret alliance.

It took Feuerbach another two years to bring As expected, civil war breaks out in 2514 and
the province firmly under his control. He Grand Duchess Krieglitz-Untermensch finds herself
became the Elector of the grand Duchy of under pressure to provide loans and soldiers to von
Talabecland in 2518. Krieglitz’ cause. In addition, the Grand Duchess
has found herself in opposition to the rising power
In 2521, Elector Feuerbach joined the ill-fated and ambition of Count Feuerbach. By war’s end,
expedition of Grand Theogonist Volkmar the Talabheim army is in disarray and defeated
against the rising threat of Archaon north of the alongside that of Talabecland.
River Lynsk. The battle was ferocious and
bloody. Only Feuerbach and his loyal retinue Although Count Feuerbach tries to gain Talabheim
returned to report the death of the Grand with his rise to Elector of Talabecland, Grand
Theogonist and the devastating loss. Duchess Elise is able to limit her losses through
judicious use of “loans” to fellow Electors. The
Given the relatively light wounds of Feuerbach Grand Duchess retains her rule over independent
and his men, unflattering and ill-meant rumours (freistadt) Talabheim, but loses her status as
began circulating about the Elector. Matters Elector. Rumours at the Imperial Court suggest
became worse later in 2521 when a vanguard of the Emperor may be behind the “lessening” of
Archaon’s army – led by Surtha Lenk – retribution so that the Grand Duchess could be a
devastated Ostland and Feuerbach only sent a counter to Feuerbach’s aspirations.
small expeditionary force to assist. Moreover,
Feuerbach did not help himself during the By 2522, Grand Duchess Elise finds herself again
Conclave of Light when he advocated in the position to financially help several Electors.
abandoning the countryside and defend only She funds the rebuilding of Wolfenburg and
the large cities and towns when Archaon Hergig; thus gaining much needed support in her
invades. When the attack did come in 2522, bid to regain Elector status.
Feuerbach did not send any troops on the
pretence he needed all his soldiers should
Archaon turn south and cross the Talabec. Marius Leitdorf
The 79-year-old Grand Countess Ludmilla von
By late 2522, uncertainty about Feuerbach’s Alptraum lived long enough to send Feldmarschall
character has made his position relative to his Marius Leitdorf to assist the beleaguered
vassals very precarious. Ostlander forces at the Battle of Wolfenburg in
2514. The old Countess died shortly after and was
succeeded by her eldest daughter, Baroness
Grand Duchess Elise Krieglitz- Marlene. Unfortunately, Marlene soon passes
Untermensch away from an unidentified infection.
Counseled by a shadowy adviser, Grand
Duchess Elise Krieglitz-Untermensch has long With no clear heir, the von Alptraums fall out as
prepared for the day that her cousin, Grand different factions push their part of the family to
Duke Gustav von Krieglitz, might take the succeed the late Grand Countess. Meanwhile,
family grievance against the Church of Sigmar burghers across the province are struggling with
and the rivalry with Ostland too far. The Grand extra taxes that finance the military expedition
Duchess begins to spend her wealth on north and crave a return to peace and order. They
investing and securing the future and fortune of make an unexpected alliance with Feldmarschall
her family to an extent that would make the Marius Leitdorf and his armed forces, who impose
Grand Countess of Nuln take notice. In fact, the peace on the province under Leitdorf’s rule. With
enfeeblement of both Emperor Karl-Franz and the northern provinces famished and in dire need
of the bountiful crops of Averland, the other
Empire at War
203
Electors promptly accept Leitdorf’s coup d’État Wissenland in the latter part of 2514. Her errant
and Karl-Franz confirms him as the new Grand vassal, Count Bruno Pfreifraucher, was allowed to
Count of Averland. retain his lands near Grissenwald and Kreutzhofen
in southern Wissenland.
Elector Leitdorf does not rule long, being killed
by an Orc Warlord in battle near Black Fire Pass Grand Countess Emmanuelle von Liebewitz’
in 2520. His death adds the Leitdorf family into power grows when she annexes the province of
the mix of von Alptraums competing for the Sudenland and its rich wool trade in 2515.
position of Grand Count and Elector of Averland Rumours abound across the southern Empire that
as described in Sigmar’s Heirs. Grand Baroness Etelka Toppenheimer surrenders
her Electoral status in order to avoid the fallout of
a mysterious scandal involving her heir and adopted
Count Aldebrand Ludenhof and son of a distant relative, Baron Olaf Sektliebe.
Hochland
By the end of the war, things were taking a turn
for the worse in Bergsburg. As the PCs arrived Grand Theogonist Volkmar
at Schoppendorf, rumours of plague in the The Lector of Middenland, Manfred von
capital of Hochland began to spread. Hindenstern, is elected to become Grand
Bergsburg is quarantined, and in the following Theogonist, taking the name of Volkmar in the
chaos, the rule of Hildegarde von Tussen- 2514 Conclave of Sigmar. Under his regime, the
Hochen is effectively ended. Following his Church of Sigmar began and intensive programme
successful campaign to ensure electoral status to root out Chaos cultists in the midst of Imperial
for Hochland and his marriage to the heiress of society. The authority and powers of the Witch-
Baroness Hildegarde Tussen-Hochen, Count Hunters were expanded during this time, which
Aldebrand Ludenhof is enthroned as Grand caused some strain in the Church’s relations with
Baron of Hochland. His bid for the throne other Imperial cults. Surprisingly, Volkmar
meets little resistance, as most Hochlanders reached an accord with Ar-Ulric that lessened
simply want to return to their peaceful lives tensions between the two cults. The fight against
more than anything else. the enemy within compelled the two leading cults
to unite against the common foe.
The exact fate of Bergsburg and the Tussen-
Hochen dynasty will be described in the Road In early 2521, Volkmar’s expeditionary force to
to Oblivion campaign; a series of articles and slay Archaon was decimated with only few
scenarios that will appear at the Bergsburg web survivors returning to tell of the Grand
site (bergsburg.darcore.net) in the near future. Theogonist’s death at the hands of the Chaos Lord.
For now, it will suffice to say a new road by- Arch Lector Johann Esmer becomes the Grand
passing the town was built in 2515, linking Theogonist and, unlike Volkmar, opts to keep the
Garssen to Krudenwald. Dark rumours Dwarf name he receives upon his election secret.
circulated the region, but no one would speak Under Esmer’s leadership, the cooperation
directly about what had befallen Bergsburg. Volkmar achieved with the Ulrican cult begins to
Soon after, the former Hochland capital was fray. The Church of Sigmar turns from battling
removed from most Imperial maps. the enemies of the Empire to political aims. The
Church finds itself divided as Luthor Hess, known
Grand Countess Emmanuelle von as the Prophet of Sigmar, leads a fight to reform
the Church from those who would witlessly
Liebewitz weaken it.
The wealth and power of Nuln paid for the
much of the reconstruction of the war-torn As the Chaos Incursion of 2522 neared
Empire from 2514 to 2518. Having clearly Middenheim, a captive Volkmar was freed from
established herself as a political power in the the Chaos horde and returned to fight against the
southern Empire, Grand Countess Emmanuelle fell army in the Siege of Middenheim. The return
von Liebewitz of Nuln exercised her own form of Volkmar has caused further dissention within
of justice and formally resumed her rule of the Church of Sigmar.

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204
Appendix One
AltdorfThis appendix provides an index of the sites marked on the Altdorf map (except Mundsen
Keep, see below). A more complete description can be found at the Strike to Stun website:
http://www.strike-to-stun.com/WFRP/index.html

Western Districts of Altdorf Amtsbezirk (Civic District)


The Amtsbezirk runs along west bank of Reik
Obereik (Upper Reik) District from the Obereik District and north of the
The Obereik district is an affluent residential Emperor’s Bridge to the Three Toll Bridge. A
district situated on the high ground along the large number of governmental ministries and
northern end of the western bank of the River other bodies have their offices in this district.
Reik. Many minor nobles from across the A number of influential nobles also make their
Empire, including those who have achieved residence among the few enclaves of
substantial success as merchants, make their townhouses found in this district.
homes here. Some of the ambassadors to the !" Tower Prison (Schuldturm) [7]
Imperial Court have also found the Obereik !" Bitterhof [8]
district to their liking. !" Judiciary Scriptorium and Secretarium
!" Reichenhall Mansion [1] (Magistratsamt) [9]
!" The Estalian Mansion [2] !" The Imperial Courts of Justice
(Kaiserlicher Gerichshof) [10]
!" Hangman’s Tavern [11]
Palast (Palace) District !" Emperor Karl-Franz Bridge [c]
The area to the west and south of Imperial !" Judicial Square (Richten Platz) [d]
Palace constitutes the richest district in Altdorf. !" Three Toll Bridge [e]
Many of the Electors maintain their Altdorf
residence in this district where their servants
and retainers can also perform duties as their Domplatz (Cathedral) District
master’s or mistress’ spies. The more The Domplatz encompasses the area
important ministries have their offices as close surrounding Cathedral of Sigmar. Most of the
to the Emperor as possible. priesthood have their residences in this
!" The Imperial Palace (Kaiserliche Palast) neighbourhood in order to be as close to the
[3] internal politics of the cult as possible.
!" Volkshalle [3a] !" Great Cathedral of Sigmar [12]
!" Imperial Guard Barracks & Armoury !" Chapter House of the Order of the Fiery
(Hofgarde) [4] Heart (Tempel Haus) [13]
!" Imperial Chancellery (Kaiserliches !" Priest’s Rest [14]
Kanzleiamt) [5] !" Vagr Breughel Memorial Playhouse [15]
!" Tower of the Amber College [6] !" Geheimnisstrasse Theatre [16]
!" Heldenplatz [a] !" Pious Pilgrim's Boarding House [17]
!" Kaiserplatz [b] !" Collegium Sigismundae [18]
!" Tempelstrasse [f]
!" Tempelgarten [g]
Reikmarkt North of the Talabec
One of the smallest districts in the city, the
Reiksmarkt is nestled on the west bank of the Reikhoch
Reik between Domplatz and Süderich districts. This district is a rather small one located in the
!" Celestial College [19] nothernmost portion on east bank of Reik, west of
!" Imperial Opera House [20] University district. The houses here are old
!" Reikmarkt [h] compared to other parts of the city and rather
!" Sigmar Bridge [i] expensive.
Ruhstatt Cemetery (Burgher's Cemetery) [30]

Oberhausen
The Oberhausen district is one of southern districts Friedwang
on the west bank and stretches from the Reikmarkt Another small district, the Friedwang is located
in the east to the west wall. It borders the between the Northern gate and University
Domplatz in the north and the smaller Süderich to district. A number of scholars from the
the south. Many affluent families, including a University and successful merchants make their
number of non-noble government officials, have home in this quaint district.
townhouses in this district. !" Temple of Verena [31]
!" Templeplatz Watch Station [21] !" Public Library [32]
!" Temple of Mórr [22] !" Light College [33]
!" College of Heraldry [23]
!" The Imperial [24]
!" Royal Conservatory (Hof Konservatorium) University District
[25] The University district follows the east bank of
!" Ulthuan Embassy [26] Reik from Karl-Franz Bridge to Three Toll
!" Templeplatz [j] Bridge. It lies to the north of Street of a
Hundred Taverns (see below) to Königplatz.
Many minor nobles make their homes near the
Süderich riverfront, while students of wealthy parents
make their residences closer to the University.
The Süderich is the southernmost district on the
The district gets a bit more unsettled closer to
Westside and rivals the Reikmarkt in size.
the Docks.
Some affluent merchants and scholars, mostly
middle-class, make their residence in the few !" Temple of Shallya [34]
townhouses that can be found in this district. !" University of Altdorf [35]
!" Collegium Medicinae [27] !" Wizards’ and Alchemists’ Guild [36]
!" Graustein Keep [28] !" Barbers’ Guild [37]
!" Hospice Priory of Shallya [29] !" College of Noble Sorcery [38]
!" Marketplatz [k] !" Gold College [39]
!" Mourners’ Bridge [l] !" Jade College [40]
!" Grey College [41]
!" Königplatz [m].
Bankbezirk (Bankers’ District) and Niederhafen districts on the north bank of
The Bankbezirk is the centre of Altdorf’s the River Talabec. This district is the heart of
commerce and lies east of the Middenheim the manufacturing district of Altdorf and
Road and the Königplatz. Not surprisingly, contains a number of working class tenements.
many merchants and traders make their homes !" Starr’s Funeral Parlour [55]
!" Hengt's Book Shoppe [56]
in this mercantile district. Banking companies !" Altdorf Press [57]
are also situated in the Bankbezirk. !" Masons’ Guild [58]
!" Association of Coachmen [42] !" Kürten’s Leatherworks and Tannery
!" Imperial Mercantile Bank [43] (Lederei) [59]
!" Altdorf Council Hall [44] !" Reik Steel and Iron Foundry (Reiksstahl
!" Association of Financiers & Giesserei) [60]
Moneylenders [45] !" Faltzer Metalworks [61]
!" Schrägkruez Strasse [u]
!" Merchants’ Guild [46] !" Schwarzwasser Strasse [v]
!" Foogerhaus [47] !" Talabecplatz [w]
!" Fuhrmarkt [n] !" Hammerstrasse [x]
!" Münzestrasse [o] !" Eastender Bridge [y]

The Docks Metallschlack


The Docks is officially known as the The Metallschlack district is the easternmost
Niederhafen district and a place where many north of the Talabec and borders the
visitors to Altdorf lose their wealth, their way, Bankbezirk district (north) and the Werksviertel
and sometimes their life. The neighbourhood is (or Niederwind) district (west). The district is
rather impoverished from the perspective of the also referred to as the Dwarf Quarter for the
locals, but through it passes much of the trade number of Dwarfs living there. It is by no
that is Altdorf’s lifeblood. The Docks is also means an exclusive Dwarf district, though the
the centre of Altdorf’s more notorious forms of Dwarfs run many of the taverns in the district.
entertainment and its dark and narrow alleys In fact, some of the best ale in all of Altdorf can
the scene of many crimes. be found in the Metallschlack district.
!" Freudenhaus [48] !" Dwarf Engineer Guildhouse [62]
!" Dock Watch Station [49] !" Karaz Ankor Embassy [63]
!" Harbourmaster (Hafenmeisterei) [50] !" Imperial Engineer Guildhouse [64]
!" Chapel of Manann [51] !" Eisenschlacke Weg [z]
!" Rivermen’s Association [52]
!" Stevedores’ and Teamsters’ Guild [53]
!" Reik-Talabec Trading Company [54]
!" Street of a Hundred (sometimes
East End Districts
“Thousand”) Taverns [p]
Reikerbahn
!" Volker Weg [q]
!" Luitpoldstrasse [r] The Reikerbahn is the westernmost of the East
End districts and one that has an ill-favoured
!" Fischmarkt [s]
reputation. The harbour on this side of Altdorf
!" Old Emperor Bridge (sometimes called is in poorer repair than the one in Niederhafen.
the Ostlander Bridge) [t] Most of the smuggled goods coming into and
going out of Altdorf comes from this district.
When night falls, the Reikerbahn becomes a
Werksviertel (Niederwind) very dangerous place to wander alone. One of
The Werksviertel district lies south of the the smaller streets in this district is Geblenz
Bankbezirk district and between Metallschlack
Strasse, which is unkindly referred to by the Morrwies
locals as the Street of the Assassins. Morrwies is also known as “Mórr Town” as
!" Altdorf Sanatorium [65] much for the large cemetery as for the Chapel
!" Necropolis [66] of Mórr and the Crematorium. Few people,
other than the priests of Mórr and members of
the Mourners’ Guild, make their residence in
Sindelfingen this district.
Sindelfingen [A] district. It is both here and in !" Raven and Portal Tavern [68]
the neighbouring Drecksack Slums where !" Chapel of Mórr & Crematorium [69]
members of the Muckrakers Guild make their !" Morrwies (Commoner’s) Graveyard [70]
living. The Muckrakers gather up the contents !" Amethyst College [71]
of chamber pots to ferry down to the tanneries
at night as well as remove other wastes from
the streets. Most of the latter are dump a
distance to the east near the borders with
Talabecland. Outside Altdorf
!" Bright College [67]
An old and dirty castle south of the city walls
goes by the name of Mundsen Keep. It serves
Drecksack Slums as the largest jail for the city of Altdorf, and is
the home of all sorts of criminals serving long
The Drecksack Slums [B] is the easternmost
terms of imprisonment, from the tradesman
of the East End districts. The people who live
gone broke to the worst of murderers. Those
in the squalor of the Slums are the most
who go to their place of execution in the
wretched and desperate people in the entire
Königplatz do so bounded to a pole on a small
city. Many of the derelicts here have no jobs
skiff that is towed by a river barge down river.
and depend heavily on the Shallyan soup
The barge is painted black so that all who see
kitchens. Disease festers in this district and
the condemned can hurriedly find their place at
most people with sense shun the Slums as they
the square for the best viewing. From the
would any warren filled with plague-infested
docks, the condemned is placed on a small cart
vermin.
and led to their final destination.
Appendix Two – A Magic Touch
As written, Empire at War is a complex and gold is well known amongst the armed men of
challenging scenario that makes little use of Middenheim. The sword glitters with the icy
magic. Some GMs may have opted for a style fire of Ulric and causes D3 extra wounds on a
of gaming that is richer in magic than that successful hit, unless the victim is resistant to
presented above. In support of this alternative cold or passes a T test. Any PC who should
approach, a GM may the include the following obtain Eisnir must become its master in order
magic items for Helmut Todbringer. As a scion to use it; this requires a successful WP test
of one of the premier dynasties of the northern (devout Ulricans +20; characters with anti-
Empire, and the leader of a well-established Ulrican sentiments or religious indifference
cult, he is likely to have found a few magic suffer a -10 penalty). Furthermore, PCs who
items within his reach, if the GM considers somehow reveal their possession of Eisnir to
magic items to be available beyond the circles nobles or military leaders of Middenheim may
of Electors and the mightiest wizards and find themselves the target of suspicion and
priests. harsh questions.

Eisnir: A blessed sword that has been with the Ulric’s Ward: This simple, yet elegant silver
Todbringer dynasty for as long as anyone can ring with a square aquamarine is a Ring of
remember. It is mentioned the first time in the Protection against magic. Its wielder has a +10
annals of Albert Grau in the twelfth century, modifier to magic tests and suffers only half
and its perfect steel blade as well as the damage from magic attacks.
pommel with three diamonds and a wolf in
Maps
Map 1. Route to Middenheim
Map 2. District map of Bergsburg
Map 3. Beilheim District
Map 4. Province of Hochland
Map 5. Altdorf-Middenheim Road
Map 6. Altdorf
Map 7. Number 8 Schrägkruez Strasse
Map 8. Altdorf and surrounding villages
Map 9. From Altdorf to Castle Schloss
Handouts Handout # 1

Knights Panther,
Reports of your exploits in Kislev have reached our
ears and we are most interested in hearing your side of the
tales.
We have sent one of our most trusted servants, Ulf
Weisschlag, to bring you safely to Talagraad by river.
The roads have become more dangerous in your absence
and we wish your journey to Middenheim to be as safe as
possible.
When you arrive at Talagraad, you are to go to the
Hangman’s Inn to the south side of town. We have
arranged for your accommodations there. In addition,
another one of our servants will meet you there to inform
you of recent developments. Due to the delicate nature of
the information, our servant will contact you in a manner
that is deemed to be appropriate.
May Ulric and Taal protect you on your journey.
His Grace the Graf and Elector of Middenheim,
Boris Todbringer
Handouts Handout # 2 - 8

Gentles,
I trust that this communiqué
finds you in excellent health.
It is my duty to inform you that
you must proceed to the city of
Bergsburg. Once you have
arrived, continue to the Bear’s
Bait in the Beilheim district of
that city. Be there on 18
Pflugzeit by 9:00 P.M One of
my men, Captain Franz von
Holzbeck, will contact you.
The watchword is discretion.
Your Eminence, Grand Master
of the Knights Panther,

Hermann von Plauen


Handouts Handout # 3 - 8

Everything is proceeding as planned.


You should be contacted by one of Herr
Wanner’s men around 20 Pflugzeit. The
Priest of Ulric from Ostland has agreed
to the terms of alliance and will join us in
our next strike against the Sigmarites.
You should also be receiving a visit
from one of our more enthusiastic fellows
around that same time. Beyond joining
our new allies along with other of our
fellows, he has a purpose in that spineless
town to strike a blow against the
appeasers in the cult. This should also
send a message to the powerful in
Middenheim that we consider those who
have not come to see the evil of the
Sigmarites as witless tools of that accursed cult.
One last thing: You’ll need to
arrange for the departure of this man.
He is to join our new allies as they
travel south.
May Ulric grant us strength in our holy
war against the daemon-worshipping cult
of Sigmar.
The Heir
Handouts Handout # 4 - 8

Change in plans.
It has come to my attention that
agents in the employ of the Knights
Panther might be in Bergsburg. I have
no idea why they are there or their
purpose. It would be best to assume they
know of our plan and are making an
attempt to stop its success. Our plans
must not fail.
It is my will that you make all speed
possible to reach our comrades. I am
counting on you to ensure that the
ambush comes off as planned. Kill any
who get in your way.
One last thing, inform Baron von
Kutenholz to return to Middenheim
immediately. I have need of him to plan
our next venture.
May Ulric bless our efforts to send the
followers of the false god to the abyss.

The Heir
Handouts Handout # 5 - 8
Handouts Handout # 9

.
Handouts Handout # 10 - 12
Handouts Handout # 13
Handouts Handout # 14 - 15
The Empire at War
A New Finale to The Enemy Within Campaign

v2 Update
A supplemental detailing amendments to suit
Warhammer Fantasy Roleplay version 2

By
Michael Congreve

With Permission of the original authors:


Alfred Nuñez Jr., Paul Adler,
Timothy Eccles, and John Foody

Empire at War 1
Introduction
The original adventure “The Empire At War” was background and to offer a transition between the old
written as a new conclusion to the acclaimed and the new.
“Enemy Within” Campaign. Since the original
release of Warhammer Fantasy Roleplay, a In keeping with the original parts of “The Enemy
significant change had occurred in the Warhammer Within”, “The Empire At War” was written for the
Background, rendering the original conclusion “ first Edition of Warhammer Fantasy Roleplay. This
The Empire In Flames” redundant. With the release document aims to enable this adventure to be ran
of the Second Edition of Warhammer Fantasy using the Second Edition rules, presenting the
Roleplay by Black Industries, “The Empire At War” characters from the original adventure updated to
was written to resolve the differences in the the new rules.

Return of the Knights Panther


It Takes A Thief
Chaika Boat
Knyazates (boatman) Main Profile
Main Profile M TB W
WS BS S T Ag Int WP Fel 3 5 70
41 45 48 37 33 30 28 31
Secondary Profile
Fishing Boats
Main Profile
A W SB TB M Mg IP FP
M TB W
1 12 4 3 4 0 0 0 3 4 10
Equipment: Sword, Crossbow, 20 bolts, Total - 18
crowns, 20 shillings, 10 pence, 86 denga, 53 pulo. Howls In The Distance
Armour: Leather Jerkin (1 body), Helmet and
Skullcap (3 head), Shield. Cultists of the Howling One (mercenary)
Skills: Common Knowledge (Empire), Common Main Profile
Knowledge (Kislev), Consume Alcohol, Gossip, WS BS S T Ag Int WP Fel
Navigation, Outdoor Survival, Perception, Row,
42 39 44 38 41 29 33 31
Sail, Speak Language (Kislevite), Speak Language
(Reikspiel), Swim. Secondary Profile
Talents: Marksman, Orientation, Seasoned A W SB TB M Mg IP FP
Traveller, Very Strong. 2 13 4 3 4 0 0 0
Equipment: Sword, Dagger, Bow, 20 arrows, 8
Uruk Szeckler (marine, ex boatman) shillings, 13 pence.
Main Profile Armour: Leather Jacket (1 body/arms), Wolf Pelt (1
WS BS S T Ag Int WP Fel head)
50 45 48 42 42 33 47 34 Skills: Animal Care, Common Knowledge
Secondary Profile (Empire), Common Knowledge (Kislev), Dodge
A W SB TB M Mg IP FP Blow, Drive, Gossip, Haggle, Perception, Search,
Secret Language (Battle Tongue), Speak Language
2 14 4 4 4 0 0 0
(Reikspiel), Swim.
Equipment: Sword, Crossbow, 20 bolts, 10 crowns, Talents: Disarm, Strike Mighty Blow, Strike to
20 shillings, 18 pence. Stun.
Armour: Leather Jacket and Mail Shirt (3
body/arms), Helmet Coif and Skullcap (5 head), Farmsteaders (vagabond)
Shield. Main Profile
Skills: Common Knowledge (Empire), Common WS BS S T Ag Int WP Fel
Knowledge (Kislev), Consume Alcohol, Dodge
37 42 32 32 32 43 27 27
Blow, Gossip, Intimidate, Navigation, Outdoor
Survival, Perception, Row, Sail, Speak Language Secondary Profile
(Kislevite), Speak Language (Reikspiel), Swim A W SB TB M Mg IP FP
+10%. 1 12 3 3 4 0 0 0
Talents: Cool Headed, Disarm, Orientation, Equipment: Axe, Bow, 15 arrows.
Seasoned Traveller, Strike Mighty Blow, Strike to Skills: Common Knowledge (Empire), Common
Stun, Very Resilient. Knowledge (Kislev), Gossip +10%, Haggle,
Perception, Navigation, Outdoor Survival, Secret
The Winters Chill Signs (Ranger), Silent Move, Speak Language
Main Profile (Reikspiel).
M TB W Talents: Marksman, Rover, Savvy, Seasoned
3 8 100 Traveller.

Empire at War 2
Talagraad Talents: Disarm, Lightening Reflexes, Quick Draw,
Resistance to Disease, Strike to Injure, Strike to
Conmen (rogue) Stun.
Main Profile
WS BS S T Ag Int WP Fel Footpads (thug)
Main Profile
25 31 28 32 38 42 30 42
WS BS S T Ag Int WP Fel
Secondary Profile
36 31 41 34 41 28 33 39
A W SB TB M Mg IP FP
Secondary Profile
1 12 2 3 4 0 0 0
A W SB TB M Mg IP FP
Equipment: Dagger, 8 crowns, 15 shillings.
1 13 4 3 4 0 0 0
Skills: Blather, Charm, Common Knowledge
(Empire), Evaluate, Gamble, Gossip, Haggle, Equipment: Sword, Dagger, Crossbow, 10 Bolts, 2
Perception, Performer (Actor), Search, Speak Incendiary.
Language (Reikspiel). Armour:: Mail Shirt and Leather Jacket (3
Talents: Flee, Luck, Public Speaking, Savvy, body/arms)
Suave. Skills: Common Knowledge (Empire), Consume
Alcohol, Dodge Blow, Gamble, Gossip, Intimidate,
Servant of Helmut Sternwald (servant) Secret Language (Thieves Tongue), Speak
Main Profile Language (Reikspiel).
WS BS S T Ag Int WP Fel Talents: Disarm, Lightening Reflexes, Quick Draw,
28 28 29 38 27 30 36 34 Strike to Injure, Strike to Stun, Very Strong.
Secondary Profile
Captain Heins (navigator, ex boatman)
A W SB TB M Mg IP FP Main Profile
1 11 2 3 4 0 0 0 WS BS S T Ag Int WP Fel
Skills: Animal Care, Blather, Common Knowledge 42 41 34 35 34 64 37 33
(Empire), Dodge Blow, Search, Haggle, Gossip Secondary Profile
+10%, Perception, Read/Write, Speak Language
A W SB TB M Mg IP FP
(Reikspiel).
1 14 3 3 4 0 0 0
Talents: Acute Hearing, Etiquette, Very Resilient.
Equipment: Cudgel, Trade Tools (Navigator’s
Footpads (thug) Instruments).
Main Profile Armour: Leather Jacket (1 body/arms)
WS BS S T Ag Int WP Fel Skills: Common Knowledge (Empire), Common
33 26 43 31 32 25 36 30 Knowledge (Kislev), Consume Alcohol, Gossip,
Navigation, Outdoor Survival, Perception,
Secondary Profile
Read/Write, Row, Sail, Speak Language (Kislevite),
A W SB TB M Mg IP FP
Speak Language (Reikspiel), Swim +10%, Trade
1 12 4 3 4 0 0 0 (Cartographer).
Equipment: Cudgel, 12 pence. Talents: Orientation, Savvy, Seasoned Traveller.
Armour: Leather Jerkin (1 body)
Skills: Common Knowledge (Empire), Consume Count Von Zorlov (politician, ex noble)
Alcohol, Dodge Blow, Gamble, Gossip, Intimidate, Main Profile
Secret Language (Thieves Tongue), Speak WS BS S T Ag Int WP Fel
Language (Reikspiel). 47 35 38 46 44 54 41 53
Talents: Coolheaded, Disarm, Quick Draw, Strike Secondary Profile
to Injure, Strike to Stun, Very Strong.
A W SB TB M Mg IP FP
1 15 3 4 4 0 0 0
The Captain
Equipment: Best Craftmanship Sword, Main
Gauche, 42c, Golden Chain (38c), 83 crowns, 34
Bruno Zuber (racketeer, ex thug)
Main Profile
shillings.
Armour: Best Craftmanship Leather Jacket (1
WS BS S T Ag Int WP Fel
body/arms)
54 48 49 48 41 37 39 42 Skills: Academic Knowledge (History), Academic
Secondary Profile Knowledge (Law), Blather, Common Knowledge
A W SB TB M Mg IP FP (Empire) +10%, Charm +10%, Gossip +10%,
2 17 4 4 4 0 0 0 Performer (Musician), Read/Write, Ride, Speak
Equipment: Mace, Dagger, Crossbow, 10 Bolts. Language (Reikspiel) +10%.
Armour: Mail Shirt and Leather Jacket (3 Talents: Etiquette, Luck, Master Orator, Public
body/arms) Speaking, Savvy, Schemer, Specialist Weapon
Skills: Command, Common Knowledge (Empire), (Fencing), Specialist Weapon (Parrying).
Consume Alcohol, Dodge Blow +10%, Gamble,
Gossip, Intimidate +10%, Secret Language (Thieves Counts Bodyguards (bodyguard)
Tongue), Speak Language (Reikspiel). Main Profile
WS BS S T Ag Int WP Fel
48 32 42 47 37 27 27 27

Empire at War 3
Secondary Profile
A W SB TB M Mg IP FP Looking for a Few Good Men
2 11 4 4 4 0 0 0
Equipment: Sword, Buckler. Baron Konrad Von Heerden (sergeant, ex soldier)
Armour: Leather Jacket (1 body/arms) Main Profile
Skills: Common Knowledge (Empire), Dodge WS BS S T Ag Int WP Fel
Blow, Gossip, Heal, Intimidate, Perception, Speak 51 49 46 45 41 44 44 52
Language (Reikspiel). Secondary Profile
Talents: Disarm, Specialist Weapon (Parrying), A W SB TB M Mg IP FP
Specialist Weapon (Throwing), Street Fighting, 2 17 4 4 4 0 0 0
Strike to Stun, Very Resilient, Warrior Born.
Equipment: Sword, Greatsword, 33 crowns, 28
shillings.
The Hangman’s Inn Armour: Full Mail, Breastplate, Bracers, Greaves (3
head, 5 body/arms/legs), Shield
Natassia Hess (assassin, ex spy, ex charlatan, ex Skills: Academic Knowledge (Strategy/Tactics),
thief) Command, Common Knowledge (Empire), Dodge
Main Profile Blow +10%, Drive, Heal, Gamble, Gossip,
WS BS S T Ag Int WP Fel Intimidate, Perception, Ride, Speak Language
61 57 41 53 64 60 64 57 (Reikspiel).
Secondary Profile Talents: Disarm, Quick Draw, Specialist Weapon
A W SB TB M Mg IP FP (Two Handed), Strike Mighty Blow, Strike to
3 15 4 5 4 0 0 1 Injure, Strike to Stun.
Equipment: Duellists Dagger, Swordbreaker,
Amulet of Thrice Blessed Copper, Vial of Green Hochland Infantry (soldier)
Main Profile
Scorpion Venom.
Armour: Mail of the Waywarden (5 body/arms/legs) WS BS S T Ag Int WP Fel
Skills: Blather, Charm +20%, Common Knowledge 43 35 35 36 40 29 29 29
(Bretonnia), Common Knowledge (Empire) +10%, Secondary Profile
Common Knowledge (Tilea), Concealment +10%, A W SB TB M Mg IP FP
Disguise +20%, Evaluate, Gamble, Gossip +10%, 2 12 3 3 4 0 0 0
Lip Reading, Pick Lock +10%, Perception +10%, Equipment: Sword, Dagger, Firearm, 10 shots.
Performer (Actor), Prepare Poison, Read/Write, Armour: Full Mail Armour (3 all), Shield
Scale Sheer Surfaces, Search, Secret Language Skills: Common Knowledge (Empire), Dodge
(Thieves Tongue), Secret Signs (Thief), Shadowing Blow, Drive, Heal, Gamble, Gossip, Intimidate,
+20%, Silent Move +20%, Sleight of Hand, Speak Perception, Speak Language (Reikspiel).
Language (Breton), Speak Language (Empire), Talents: Quick Draw, Strike Mighty Blow,
Speak Language (Tilean). Specialist Weapon (Gunpowder), Rapid Reload,
Talents: Alley Cat, Flee, Lightening Parry, Mighty Shot, Strike to Stun.
Linguistics, Mimic, Public Speaking, Quick Draw,
Schemer, Seasoned Traveller, Sharpshooter, Sixth Conscripts (peasant)
Sense, Specialist Weapon (Parrying), Specialist Main Profile
Weapon (Throwing), Streetwise, Strike to Stun, WS BS S T Ag Int WP Fel
Suave, Swashbuckler, Trapfinder.
25 25 28 37 31 29 37 33
The Duellists Dagger Secondary Profile
(Academic Knowledge: Magic) A W SB TB M Mg IP FP
Inflicts SB-1 Damage. Possesses the Magic 1 11 2 3 4 0 0 0
Quality. When wielded (even if not in the principle Equipment: Axe.
hand) grants +10% to Initiative. Armour: Shield.
Skills: Animal Care, Common Knowledge
Amulet of Thrice Blessed Copper (Empire), Concealment, Drive, Gamble, Gossip,
(Academic Knowledge: History)
Row, Silent Move, Speak Language (Reikspiel),
When placed within an inch of poison, turns green,
Swim, Trade (Cook), Trade (Farmer).
regaining its colour when moved away. The wearer
Talents: Flee, Rover.
gains +20% to all Tests to resist the effects of
poison. Whenever the wearer suffers Wounds from
any source, the amount of Wounds suffered is Thrown to the Wolves
reduced by one.
Drunk Thug (thug)
Mail of the Waywarden Main Profile
(Academic Knowledge: Magic) WS BS S T Ag Int WP Fel
Functions as mail armour, providing 4 Armour 41 28 34 37 36 29 39 37
Points to all locations. May be combined with Secondary Profile
leather, but not plate armour. Grants +10% to A W SB TB M Mg IP FP
Silent Move and Shadowing (offsetting the –10% 1 13 3 3 4 0 0 0
to Agility suffered for wearing mail armour).
Equipment: Improvised Weapons.

Empire at War 4
Armour: Leather Jacket (1 body/arms) Secret Language (Thieves Tongue), Speak
Skills: Common Knowledge (Empire), Consume Language (Reikspiel).
Alcohol, Dodge Blow, Gamble, Gossip, Intimidate, Talents: Coolheaded, Disarm, Resistance to Poison,
Strike to Stun, Wrestling.

Enter The Wolf’s Den


On The Hunt Secondary Profile
A W SB TB M Mg IP FP
Wolfgang Blitzen (knight of the inner circle, ex 1 11 3 3 4 0 0 0
knight, ex sergeant, ex mercenary) Equipment: Sword, 3 crowns 18 shillings.
Main Profile Skills: Common Knowledge (Empire), Common
WS BS S T Ag Int WP Fel Knowledge (Tilea), Dodge Blow, Drive, Gamble,
68 30* 60 62 58 52 57 51 Gossip, Haggle, Perception, Secret Language
Secondary Profile (Battle Tongue), Swim.
A W SB TB M Mg IP FP Talents: Disarm, Strike Mighty Blow, Strike to
3 19 6 6 4 0 4 0 Stun.
Equipment: Best Craftmanship Sword, White Wolf
Torsten Gauss (soldier)
Hammer, Buckler, Wolf Head medallion, writing Main Profile
kit, wolf’s head signet ring, paper, sealing wax,
WS BS S T Ag Int WP Fel
32 crowns 12 shillings, 8 pence.
Armour: Leather Jacket (1 body/arms). 43 41 36 38 42 32 32 31
Skills: Academic Knowledge (Strategy/Tactics), Secondary Profile
Academic Knowledge (Theology), Animal Care, A W SB TB M Mg IP FP
Charm, Command +10%, Common Knowledge 2 13 3 3 4 0 0 0
(Empire), Common Knowledge (Kislev), Common Equipment: Mace, Dagger, Firearm, 10 shots, 7
Knowledge (Tilea), Dodge Blow +20%, Gossip, crowns 8 shillings, 6 pence.
Haggle, Intimidate, Perception +10%, Read/Write, Armour: Full Leather Armour (1 all), Shield
Ride +10%, Search, Secret Language (Battle Skills: Common Knowledge (Empire), Dodge
Tongue), Secret Signs (Templar), Speak Language Blow, Drive, Heal, Gamble, Gossip, Intimidate,
(Kislevite), Speak Language (Reikspiel), Speak Perception, Speak Language (Reikspiel).
Language (Tilean), Swim. Talents: Quick Draw, Sharpshooter, Specialist
Talents: Disarm, Lightening Parry, Menacing, Weapon (Gunpowder), Rapid Reload, Mighty Shot.
Seasoned Traveller, Specialist Weapon (Cavalry),
Specialist Weapon (Flail), Specialist Weapon Markus Staudiger (sergeant, ex militiaman)
(Parrying), Specialist Weapon (Two Handed), Main Profile
Specialist Weapon (White Wolf Hammer), Stout WS BS S T Ag Int WP Fel
Hearted, Street Fighting, Strike Mighty Blow, Strike 53 51 46 42 52 42 42 41
to Injure, Strike to Stun, Very Resilient, Very Secondary Profile
Strong, Wrestling.
A W SB TB M Mg IP FP
*Lost left eye
2 15 4 4 4 0 0 0
Günter Carstens (mercenary) Equipment: Sword, Dagger, Halberd, Lantern, 12
Main Profile crowns, 15 shillings, 7 pence.
WS BS S T Ag Int WP Fel Armour: Full Mail Armour (3 all), Shield
43 41 41 35 42 32 32 31 Skills: Animal Care, Command, Common
Knowledge (Reikspiel), Dodge Blow +10%, Drive,
Secondary Profile
Gamble, Gossip, Intimidate, Outdoor Survival,
A W SB TB M Mg IP FP
Perception +10%, Search, Trade (Smith), Speak
2 13 4 3 4 0 0 0 Language (Reikspiel).
Equipment: Sword, Dagger, 6 crowns 10 Talents: Lightening Reflexes, Specialist Weapon
shillings, 8 pence. (Two Handed), Street Fighting, Strike Mighty
Armour: Leather Jacket (1 body/arms) Blow, Strike to Stun, Wrestling.
Skills: Common Knowledge (Empire), Common
Knowledge (Tilea), Dodge Blow, Drive, Gamble, ‘Elite’ Watchmen (mercenary, ex pit fighter)
Gossip, Haggle, Perception, Search, Secret Main Profile
Language (Battle Tongue), Swim. WS BS S T Ag Int WP Fel
Talents: Disarm, Strike Mighty Blow, Strike to 53 41 41 42 42 30 32 31
Stun. Secondary Profile
A W SB TB M Mg IP FP
Recruit (mercenary)
Main Profile 2 13 4 4 4 0 3 0
WS BS S T Ag Int WP Fel Equipment: Sword, Dagger, Buckler, Crossbow,
35 30 33 35 30 25 35 28 10 Bolts, 2 crowns, 12 shillings, 10 pence.
Armour: Leather Jacket (1 body/arms).

Empire at War 5
Skills: Common Knowledge (Empire), Dodge Blow The Gathering
+10%, Gamble, Gossip, Intimidate, Perception,
Speak Language (Reikspiel). Reinhardt Von Kutenholtz (outlaw chief, ex
Talents: Disarm, Quick Draw, Rapid Reload, demagogue, ex cult acolyte of tzeentch, ex priest, ex
Specialist Weapon (Flail), Specialist Weapon initiate)
(Parrying), Specialist Weapon (Two Handed), Main Profile
Strike Mighty Blow, Strike to Injure, Strike to WS BS S T Ag Int WP Fel
Stun, Strong Minded, Wrestling. 58 51 45 45 54 46 48 59
Secondary Profile
Meeting Of Minds
A W SB TB M Mg IP FP
3 16 4 4 4 1 4 0
Leberecht Eucken (sergeant, ex mercenary)
Main Profile Equipment: Sword, Bow, 20 arrows, Holy Symbol
WS BS S T Ag Int WP Fel Of Ulric, 18 crowns, 10 shillings, 6 pence.
Armour: Full Chain Armour, (3 all)
54 52 46 40 51 42 45 41
Skills: Academic Knowledge (Daemonology),
Secondary Profile
Academic Knowledge (History), Academic
A W SB TB M Mg IP FP Knowledge (Law), Academic Knowledge (Magic),
2 14 4 4 4 0 0 0 Academic Knowledge (Strategy/Tactics), Academic
Equipment: Axe, Dagger, Crossbow and 10 bolts, Knowledge (Theology) +10%, Blather, Channelling
15 crowns, 13 shillings, 18 pence. +20%, Charm +20%, Command +10%, Common
Armour: Sleeved Mail Coat and Coif, Leather Jack Knowledge (Empire), Common Knowledge
and Cap, Helmet (5 head, 3 body/arms) (Kislev), Concealment +10%, Disguise +10%,
Skills: Animal Care, Command, Common Dodge Blow +10%, Evaluate, Gossip +10%, Heal,
Knowledge (Empire), Common Knowledge Intimidate +10%, Magic Sense, Perception +20%,
(Kislev), Dodge Blow +10%, Drive, Gamble, Prepare Poison, Read/Write, Ride, Secret Language
Gossip, Haggle, Intimidate, Perception, Ride, (Battle Tongue), Silent Move, Speak Arcane
Search, Secret Language (Battle Tongue), Swim. Language (Daemonic), Speak Arcane Language
Talents: Disarm, Lightening Reflexes, Seasoned (Magick), Speak Language (Classical), Speak
Traveller, Strike Mighty Blow, Strike to Stun, Very Language (Reikspiel).
Strong. Talents: Armoured Casting, Controlled Corruption,
Coolheaded, Dark Magic, Dealmaker, Etiquette,
Bernd Kuster (witch hunter, ex anointed priest, ex Frenzy, Inured to Chaos, Lightening Parry,
priest, ex friar, ex wolf-kin) Lightening Reflexes, Linguistics, Mighty Shot,
Main Profile Public Speaking, Quick Draw, Resistant to Magic,
WS BS S T Ag Int WP Fel Schemer, Seasoned Traveller, Specialist Weapon
63 61 41 43 57 42 76 43 (Two Handed), Street Fighting, Strike Mighty
Secondary Profile Blow, Strike to Injure, Strike to Stun, Suave, Sure
A W SB TB M Mg IP FP Shot, Petty Magic (Divine), Petty Magic (Chaos),
Warrior Born.
3 18 4 4 4 2 5 0
Mutations: Telepathy (can read surface thought of
Equipment: Best Quality Sword, Best Quality others on successful opposed Will Power Test).
Dagger, 4 Throwing Knives, Crossbow Pistol, 20
bolts, Silver Medallion of Upright Wolf Holding Sons Of Ulric (outlaw)
Sword, 7 crowns, 8 shillings, 6 pence. Main Profile
Armour: Full Plate Armour (5 body/arms/legs). WS BS S T Ag Int WP Fel
Skills: Academic Knowledge (Strategy/Tactics),
49 35 42 31 40 31 36 32
Academic Knowledge (History), Academic
Secondary Profile
Knowledge (Magic), Academic Knowledge
(Theology) +20%, Animal Care, Channelling +20%, A W SB TB M Mg IP FP
Charm, Command, Common Knowledge (Empire), 1 12 4 3 4 0 0 0
Common Knowledge (Kislev), Gossip, Heal, Equipment: Sword, Dagger, Bow, 20 arrows, Face
Intimidate +20%, Outdoor Survival, Perception Paint, 8 shillings, 6 pence.
+10%, Public Speaking, Read/Write, Ride, Magical Armour: Leather Jacket (1 body/arms), Wolf Pelt (1
Sense +10%, Silent Move, Speak Arcane Language head)
(Magick), Speak Language (Kislevite), Speak Skills: Animal Care, Common Knowledge
Language (Reikspiel). (Empire), Common Knowledge (Kislev), Dodge
Talents: Aethyric Attunement, Armoured Casting, Blow, Drive, Gossip, Haggle, Perception, Search,
Coolheaded, Divine Lore (Ulric), Fast Hands, Secret Language (Battle Tongue), Speak Language
Frenzy, Hardy, Lightening Parry, Lesser Magic (Reikspiel), Swim.
(Blessed Weapon, Silence), Lightening Reflexes, Talents: Disarm, Strike Mighty Blow, Strike to
Menacing, Petty Magic (Divine), Seasoned Stun, Very Strong.
Traveller, Specialist Weapon (Throwing), Specialist
Weapon (Two Handed), Stout Hearted, Strike Chedwic Wanner (veteran, ex flagellant, ex
Mighty Blow, Strike to Injure. anointed priest, ex priest, ex initiate)
Main Profile
WS BS S T Ag Int WP Fel

Empire at War 6
53 45 47 48 40 40 55 42 Charm +10%, Command, Common Knowledge
Secondary Profile (Dwarves) +10%, Common Knowledge (Empire)
A W SB TB M Mg IP FP +10%, Common Knowledge (Kislev), Gossip
2 18 4 4 4 2 3 0 +10%, Heal +10%, Magical Sense +20%,
Perception, Read/Write, Speak Arcane Language
Equipment: Warhammer, Holy Symbol Of Ulric,
(Magick), Speak Language (Classical), Speak
Component Pouch.
Language (Khazalid), Speak Language (Kislevite),
Armour: Leather Jacket, Sleeved Mail Shirt (3
Speak Language (Reikspiel) +10%, Swim.
body/arms), Wolf Pelt (1 head), Shield
Talents: Aethyric Attunement, Armoured Casting,
Skills: Academic Knowledge (History) +20%,
Divine Lore (Sigmar), Fast Hands, Lesser Magic
Academic Knowledge (Strategy/Tactics), Academic
(Exorcise, Dispel), Lightening Reflexes, Mighty
Knowledge (Theology) +20%, Channelling +20,
Missile, Petty Magic (Divine), Seasoned Traveller,
Charm, Common Knowledge (Empire), Common
Strike Mighty Blow, Strike to Stun, Strong Minded,
Knowledge (Kislev), Common Knowledge
Suave, Very Strong, Warrior Born.
(Norsca), Dodge Blow, Heal +10%, Intimidate,
Gossip +20%, Magical Sense, Perception +20%,
Sigmarite Priests (priest, ex initiate)
Read/Write, Ride, Secret Language (Battle Tongue),
Main Profile
Speak Arcane Language (Magick), Speak Language
WS BS S T Ag Int WP Fel
(Classical), Speak Language (Kislevite), Speak
Language (Reikspiel) +10%, Speak Language 33 34 41 34 36 38 41 41
(Norscan). Secondary Profile
Talents: Aethyric Attunement, Armoured Casting, A W SB TB M Mg IP FP
Divine Lore (Ulric), Fast Hands, Fearless, Frenzy, 1 13 4 3 4 1 0 0
Lesser Magic (Blessed Weapon, Silence), Petty Equipment: Warhammer, Holy Symbol of Sigmar,
Magic (Divine), Public Speaking, Specialist Religious Robes, 14 crowns, 12 shillings, 6 pence.
Weapon (Flail), Specialist Weapon (Two Handed), Armour: Chain Shirt (3 body/arms)
Strike Mighty Blow, Strike to Injure, Strike to Stun, Skills: Academic Knowledge (Astronomy),
Very Strong, Warrior Born. Academic Knowledge (History), Academic
Knowledge (Theology) +10%, Channelling, Charm
Cultists of the Howling One (mercenary) +10%, Command, Common Knowledge (Dwarves),
Main Profile Common Knowledge (Empire), Gossip +10%, Heal
WS BS S T Ag Int WP Fel +10%, Magical Sense, Perception, Read/Write,
42 39 43 35 41 29 33 31 Speak Arcane Language (Magick), Speak Language
Secondary Profile (Classical), Speak Language (Khazalid), Speak
A W SB TB M Mg IP FP Language (Reikspiel) +10%.
1 13 4 3 4 0 0 0 Talents: Armoured Casting, Lightening Reflexes,
Petty Magic (Divine), Strike Mighty Blow, Strike to
Equipment: Sword, Dagger, Bow, 20 arrows, 6
Stun, Suave, Very Strong.
shillings, 13 pence.
Armour: Full Leather Armour and Mail Shirt (3
Knight Templar (templar of the fiery heart, ex
body/arms, 1 legs), Shield
squire)
Skills: Common Knowledge (Empire), Common
Main Profile
Knowledge (Kislev), Dodge Blow, Drive, Gamble,
WS BS S T Ag Int WP Fel
Gossip, Haggle, Perception, Secret Language
(Battle Tongue), Speak Language (Reikspiel), 53 33 39 55 43 33 46 38
Swim. Secondary Profile
Talents: Disarm, Strike Mighty Blow, Strike to A W SB TB M Mg IP FP
Stun. 2 17 3 5 4 0 0 0
Equipment: Claymore, Sword, Holy Symbol Of
Ambush Sigmar.
Armour: Full Plate Armour (5 all), Shield
Lector Nikolaus Auerbach (high priest, ex Skills: Academic Knowledge (Genealogy/Heraldry),
anointed priest, ex priest, ex initiate) Academic Knowledge (Theology), Animal Care,
Main Profile Animal Training, Charm, Command, Common
WS BS S T Ag Int WP Fel Knowledge (Dwarves), Common Knowledge
57 52 55 53 57 51 61 60 (Empire), Dodge Blow +10%, Gossip, Perception,
Secondary Profile Ride, Speak Language (Reikspiel) +10%.
A W SB TB M Mg IP FP Talents: Disarm, Etiquette, Grudge Born Fury,
Specialist Weapon (Cavalry), Specialist Weapon
2 18 5 5 4 3 0 0
(Two Handed), Stout Hearted, Strike Mighty Blow,
Equipment: Warhammer, Holy Symbol of Sigmar, Sturdy, Warrior Born.
Religious Robes, Small Wooden Coffer on Chain
around Neck. At the Sword and Axe
Armour: Chain Shirt and Leggings (3
body/arms/legs).
Johann Weissbach (innkeeper, ex burgher, ex
Skills: Academic Knowledge (Astronomy) +10%,
soldier)
Academic Knowledge (History) +10%, Academic
Main Profile
Knowledge (Theology) +20%, Channelling +20%,

Empire at War 7
WS BS S T Ag Int WP Fel Artur Mahler (spy, ex camp follower)
41 36 36 40 45 36 40 31 Main Profile
Secondary Profile WS BS S T Ag Int WP Fel
A W SB TB M Mg IP FP 44 42 39 43 53 51 73 53
2 13 3 4 4 0 0 0 Secondary Profile
Equipment: Club, Dagger, 15 shillings. A W SB TB M Mg IP FP
Armour: Leather Jerkin (1 body). 2 16 3 4 4 0 0 0
Skills: Blather, Common Knowledge (Empire), Equipment: 2 Daggers, Coin-blade, Lock Picks, 4
Consume Alcohol +10%, Dodge Blow, Drive, pence, Lucky Penny (Lucky Charm).
Evaluate +10%, Gossip +10%, Haggle +10%, Skills: Animal Care, Charm, Common Knowledge
Intimidate, Perception +10%, Search, Sleight of (Empire), Concealment, Disguise, Evaluate, Gossip
Hand, Speak Language (Kislevite), Speak Language +10%, Haggle, Perception, Search, Shadowing,
(Reikspiel). Sleight of Hand +10%, Silent Move, Speak
Talents: Acute Hearing, Dealmaker, Disarm, Savvy, Language (Reikspiel).
Street Fighting, Streetwise, Strike Mighty Blow, Talents: Dealmaker, Flee, Hardy, Seasoned
Strike to Injure, Strike to Stun, Very Strong. Traveller, Sixth Sense, Suave.

Into The Maelstrom


Night Moves (Empire), Common Knowledge (Kislev), Gossip,
Heal +10%, Intimidate, Magical Sense, Perception,
Beastmen (caprigors) Read/Write, Speak Language (Classical), Speak
Main Profile Language (Reikspiel) +10%, Speak Language
WS BS S T Ag Int WP Fel (Kislevite), Swim.
40 25 35 44 35 26 25 25 Talents: Armoured Caster, Fearless, Strike Mighty
Blow, Strike to Injure, Strike to Stun, Petty Magic
Secondary Profile
(Divine), Very Strong, Warrior Born.
A W SB TB M Mg IP FP
1 12 3 4 5 0 0 0 Sons Of Ulric (outlaw)
Equipment: Axe. Main Profile
Skills: Concealment, Follow Trail, Intimidate, WS BS S T Ag Int WP Fel
Outdoor Survival, Perception, Shadowing, Silent 44 35 40 31 40 31 36 32
Move, Speak Language (Dark Tongue), Speak Secondary Profile
Language (Beast Tongue).
A W SB TB M Mg IP FP
Talents: Keen Senses, Menacing, Rover, Silent as
1 12 4 3 4 0 0 0
the Beasts of the Woods.
Mutations: Animalistic Legs, Bestial Appearance, Equipment: Sword, Dagger, Bow, 20 arrows, Face
Horns. Paint, 7 shillings, 8 pence.
#1: Pointed Head (Int 16). Armour: Leather Jacket (1 body/arms), Wolf Pelt (1
#2: Additional Eye (+5% sight-based head)
Perception), Multiple Arms (A 2, T 51). Skills: Animal Care, Common Knowledge
#3: Frog-like Eyes (Fel 19), Crown of Flesh – (Empire), Common Knowledge (Kislev), Dodge
Eyes, Blood Substitution – Wax, Frightening. Blow, Drive, Gossip, Haggle, Perception, Search,
#4: Fangs (SB-2, precise quality), Hunchback, Secret Language (Battle Tongue), Speak Language
Transparent Skin, Frightening. (Reikspiel), Swim.
#5 Strong (S 41). Talents: Disarm, Strike Mighty Blow, Strike to
Stun, Very Strong.
Get Back
Franz Lessing (sergeant, ex roadwarden)
Main Profile
Gerd Hollweg (flagellant, ex priest, ex initiate)
Main Profile WS BS S T Ag Int WP Fel
WS BS S T Ag Int WP Fel 45 46 36 31 50 52 41 30
44 40 51 52 44 35 47 43 Secondary Profile
Secondary Profile A W SB TB M Mg IP FP
A W SB TB M Mg IP FP 1 13 3 3 4 0 0 0
2 17 5 5 4 1 3 0 Equipment: Sword, 2 Pistols, 20 shot.
Armour: Leather Jacket, Mail Shirt (3 body/arms),
Equipment: Sword, Prayer Book, Holy Symbol of
Shield.
Ulric, Face Paint, 4 crowns, 12 shillings, 9 pence.
Skills: Animal Care, Command, Common
Armour: Full Leather, Mail Shirt and Leggings (3
Knowledge (Empire) +10%, Dodge Blow, Drive,
body/arms/legs), Wolf Pelt (1 head), Shield.
Follow Trail, Gossip, Navigation, Outdoor Survival,
Skills: Academic Knowledge (Astronomy),
Perception, Ride, Search, Secret Signs (Scout).
Academic Knowledge (Theology) +10%,
Channelling, Charm, Common Knowledge

Empire at War 8
Talents: Quick Draw, Rapid Reload, Specialist 40 25 35 44 35 26 25 25
Weapon (Gunpowder), Strike to Stun. Secondary Profile
A W SB TB M Mg IP FP
Roadwardens (roadwarden) 1 12 3 4 5 0 0 0
Main Profile
Equipment: Axe.
WS BS S T Ag Int WP Fel
Skills: Concealment, Follow Trail, Intimidate,
36 41 34 31 43 36 41 32 Outdoor Survival, Perception, Shadowing, Silent
Secondary Profile Move, Speak Language (Dark Tongue), Speak
A W SB TB M Mg IP FP Language (Beast Tongue).
1 13 3 3 4 0 0 0 Talents: Keen Senses, Menacing, Rover, Silent as
Equipment: Sword, Pistol, 10 shot. the Beasts of the Woods.
Armour: Leather Jacket, Mail Shirt (3 body/arms), Mutations: Animalistic Legs, Bestial Appearance,
Shield. Horns.
Skills: Animal Care, Common Knowledge (Empire) #1: Blood Lust (Frenzy, -10% WP test to regain
+10%, Drive, Follow Trail, Gossip, Navigation, control), Feathered Hide.
Outdoor Survival, Perception, Ride, Search, Secret #2: Foul Stench (all within 2 yards suffer penalty
Signs (Scout). of –5 to all rolls), Warty Skin (1 AP all).
Talents: Quick Draw, Rapid Reload, Specialist #3 Poisonous Bite (SB-2, precise, if wound T
Weapon (Gunpowder). test or suffer D10/2 damage), Spiked Tail
(SB, pummelling quality).
The Banner of the Red Crown #4 Bestial Appearance – Bear (Natural Weapons,
Keen Senses), Long Spines (opponents AG
Anders Köhler (chaos knight, ex chaos warrior, ex test or suffer Damage 1 hit).
acolyte of tzeentch, ex outlaw)
Main Profile Mutants (marauder)
Main Profile
WS BS S T Ag Int WP Fel
WS BS S T Ag Int WP Fel
45 40 38 46 44 47 44 40
41 29 41 36 30 29 29 29
Secondary Profile
Secondary Profile
A W SB TB M Mg IP FP
A W SB TB M Mg IP FP
2 16 3 4 5 2 5 0
1 12 4 3 4 0 0 0
Equipment: Sword, Dagger.
Armour: Mail Shirt and Leggings (3 Equipment: Hand Weapon, Tattered Clothing.
body/arms/legs) Skills: Animal Care, Common Knowledge
Skills: Academic Knowledge (Daemonology), (Empire), Concealment, Consume Alcohol, Follow
Academic Knowledge (Magic), Animal Care, Trail, Navigation, Perception, Ride, Search, Silent
Move, Speak Language (Reikspiel).
Channelling, Command +10%, Common
Knowledge (Chaos Wastes), Common Knowledge Talents: Flee, Orientation, Specialist Weapon
(Empire) +10%, Common Knowledge (Norsca), (Two Handed), Strike to Injure.
Concealment, Disguise, Dodge Blow +10%, Mutations:
#1: Scaly Skin (1 AP all).
Evaluate, Follow Trail, Gossip, Intimidate +10%,
Magical Sense, Navigation, Outdoor Survival, #2: Tail (Ag 38), Transparent Skin, Vampire,
Perception +20%, Prepare Poison, Read/Write, Frightening.
Ride, Search, Secret Signs (Thief), Scale Sheer #3: Head Crest, Iron Hard Skin (3 AP all).
#4: Albino (T 30, -5% sight-based perception),
Surfaces, Set Trap, Silent Move, Speak Arcane
Language (Daemonic), Speak Language (Dark Bestial Appearance – Goat (Fel 17, Keen
Tongue), Speak Language (Reikspiel), Speak Senses).
Language (Norscan), Swim. #5: Moronic (Int 14).
Talents: Aethyric Attunement, Armoured Caster, #6: Midnight Skin (+20% Concealment),
Chosen of Chaos, Controlled Corruption, Weapon Master (WS 49)
Coolheaded, Dark Lore (Tzeentch), Dark Magic, #7: Uncontrollable Flatulence (when attacked,
Etiquette, Inured to Chaos, Linguistics, centre small template. See TOC pg 53)
Orientation, Petty Magic (Chaos), Public #8: Spit Acid (range 10 yards, Damage 5 if hit,
Speaking, Resistant to Magic, Rover, Schemer, 1d10 rounds recharge).
Seasoned Traveller, Sharpshooter, Specialist #9 Overgrown Body Part – Feet x3 (Ag 16, W
Weapon (Two Handed), Strike Mighty Blow, 13, M 2).
Strike to Injure, Strike to Stun, Suave. #10 Large Ears (Acute Hearing).
Mutations: Evil Eye (8 yards, WP test or permanent
–10% to all tests until casters death), Bestial Templars of Sigmar (templar of the fiery heart, ex
Appearance, Animalistic Legs. squire)
Main Profile
Rewards of Chaos: Mark of Tzeentch (+10% to all
interactions with followers of Tzeentch). WS BS S T Ag Int WP Fel
53 33 39 55 43 33 46 38
Beastmen (caprigors) Secondary Profile
Main Profile A W SB TB M Mg IP FP
WS BS S T Ag Int WP Fel 2 17 3 5 4 0 0 0

Empire at War 9
Equipment: Claymore, Sword, Holy Symbol Of
Sigmar. Priests of Ulric (anointed priest, ex priest, ex
Armour: Full Plate Armour (5 all), Shield initiate, ex mercenary)
Skills: Academic Knowledge (Genealogy/Heraldry), Main Profile
Academic Knowledge (Theology), Animal Care, WS BS S T Ag Int WP Fel
Animal Training, Charm, Command, Common 46 50 43 45 43 49 53 50
Knowledge (Dwarves), Common Knowledge Secondary Profile
(Empire), Dodge Blow +10%, Gossip, Perception, A W SB TB M Mg IP FP
Ride, Speak Language (Reikspiel) +10%.
2 16 4 4 4 2 0 0
Talents: Disarm, Etiquette, Grudge Born Fury,
Specialist Weapon (Cavalry), Specialist Weapon Equipment: Best Craftmanship Greathammer,
(Two Handed), Stout Hearted, Strike Mighty Blow, Holy Symbol of Ulric
Sturdy, Warrior Born. Armour: Chain Shirt and Leggings (3
body/arms/legs), Wolf Pelt (1 head)
Templars of Ulric (templar of the white wolf, ex Skills: Academic Knowledge (Astronomy),
squire) Academic Knowledge (History), Academic
Main Profile Knowledge (Theology) +10%, Channelling, Charm
WS BS S T Ag Int WP Fel +10%, Common Knowledge (Empire), Common
Knowledge (Kislev), Dodge Blow, Drive, Gamble,
58 33 50 45 43 33 46 33
Gossip +10%, Haggle, Heal +10%, Intimidate,
Secondary Profile
Magical Sense, Perception, Read/Write, Search,
A W SB TB M Mg IP FP Secret Language (Battle Tongue), Speak Arcane
2 18 5 4 4 0 0 0 Language (Magick), Speak Language (Classical),
Equipment: White Wolf Hammer, Hammer, Holy Speak Language (Kislevite), Speak Language
Symbol of Ulric (Reikspiel) +10%, Swim.
Armour: Full Plate Armour (5 body/arms/legs), Talents: Aethyric Attunement, Armoured Casting,
Wolf Pelt (1 head), Shield Disarm, Divine Lore (Ulric), Frenzy, Lightening
Skills: Academic Knowledge (Genealogy/Heraldry), Reflexes, Petty Magic (Divine), Quick Draw,
Academic Knowledge (Theology), Academic Specialist Weapon (Two Handed), Strike Mighty
Knowledge (Strategy/Tactics), Animal Care, Blow, Strike to Injure, Strike to Stun, Suave, Very
Animal Training, Charm, Common Knowledge Strong.
(Empire), Dodge Blow +10%, Gossip, Intimidate,
Perception, Ride, Speak Language (Reikspiel) When Things Go Boom
+10%.
Talents: Disarm, Etiquette, Fearless, Frenzy, Seigfried Von Walfen (captain, ex noble lord, ex
Menacing, Specialist Weapon (Cavalry), Specialist spy, ex courtier, ex noble)
Weapon (Two Handed), Specialist Weapon (White Main Profile
Wolf Hammer), Stout Hearted, Strike Mighty Blow, WS BS S T Ag Int WP Fel
Strike to Injure. 66 50 54 55 59 59 71 66
Secondary Profile
Priests of Sigmar (anointed priest, ex priest, ex
A W SB TB M Mg IP FP
initiate, ex student)
Main Profile 3 19 5 5 4 0 0 0
WS BS S T Ag Int WP Fel Equipment: Rapier, Swordbreaker, Nobles
46 50 43 45 43 54 53 50 clothing, Disguise kit, 600 crowns, amulet (200c),
Secondary Profile gold ring (75c), silver ring (25c), jewelled cuff
links (100c), Emerald collar pin (100c).
A W SB TB M Mg IP FP
Skills: Academic Knowledge (Arts), Academic
2 16 4 4 4 2 0 0
Knowledge (Genealogy/Heraldry), Academic
Equipment: Best Craftmanship Hammer, Holy Knowledge (History), Academic Knowledge
Symbol of Sigmar (Strategy/Tactics), Blather, Command +20%,
Armour: Chain Shirt and Leggings (3 Common Knowledge (Bretonnia), Common
body/arms/legs), Shield Knowledge (Empire) +10%, Common Knowledge
Skills: Academic Knowledge (Astronomy), (Estalia), Common Knowledge (Kislev), Common
Academic Knowledge (History) +10, Academic Knowledge (Tilea), Concealment, Consume
Knowledge (Theology) +20%, Channelling, Charm Alcohol, Charm +20%, Dodge Blow, Disguise,
+10%, Command, Common Knowledge (Dwarves), Evaluate, Gamble, Gossip +20%, Lip Reading,
Common Knowledge (Empire), Consume Alcohol, Perception +10%, Performer (Actor) +10%,
Gossip +10%, Heal +20%, Magical Sense, Performer (Musician), Pick Lock, Read/Write,
Perception, Read/Write, Search, Speak Arcane Ride, Secret Language (Thieves Tongue),
Language (Magick), Speak Language (Classical), Shadowing, Silent Move, Sleight Of Hand, Speak
Speak Language (Khazalid) +10%, Speak Language Language (Breton), Speak Language (Classical),
(Reikspiel) +10%. Speak Language (Estalian), Speak Language
Talents: Aethyric Attunement, Armoured Casting, (Reikspiel) +10%, Speak Language (Tilean).
Divine Lore (Sigmar), Lightening Reflexes, Talents: Dealmaker, Disarm, Etiquette, Flee,
Linguistics, Petty Magic (Divine), Seasoned Lightening Parry, Linguistics, Luck, Master
Traveller, Strike Mighty Blow, Strike to Injure, Orator, Public Speaking, Quick Draw, Savvy,
Strike to Stun, Suave, Very Strong.

Empire at War 10
Schemer, Sixth Sense, Specialist Weapon (Two Handed), Stout Hearted, Strike Mighty Blow,
(Fencing), Specialist Weapon (Parrying), Suave. Sturdy, Warrior Born.

Reiksguard Knights (knight, ex sergeant, ex Purple Haze


soldier)
Main Profile Inga Von Rabespeicher (knight of the inner circle,
WS BS S T Ag Int WP Fel ex templar of the raven, ex anointed priest, ex priest,
62 49 50 51 51 49 53 51 ex initiate)
Secondary Profile Main Profile
A W SB TB M Mg IP FP WS BS S T Ag Int WP Fel
2 16 5 5 4 0 0 0 68 51 56 51 47 50 60 59
Equipment: Sword, Halberd. Secondary Profile
Armour: Full Plate Armour (5 all), Shield A W SB TB M Mg IP FP
Skills: Academic Knowledge (Genealogy/Heraldry), 3 18 5 5 5 2 0 0
Academic Knowledge (Strategy/Tactics), Equipment: Silver Claymore, Main Gauche, Holy
Command, Common Knowledge (Empire), Symbol of Morr, Vial of Garlic Essence, 3 Vials
Common Knowledge (Wasteland), Dodge Blow of Holy Water.
+20%, Drive, Heal, Gamble, Gossip, Intimidate, Armour: Best Craftmanship Full Plate Armour (5
Perception, Ride, Secret Language (Battle Tongue), all), Shield.
Speak Language (Reikspiel). Skills: Academic Knowledge (History) +10%,
Talents: Coolheaded, Disarm, Menacing, Quick Academic Knowledge (Necromancy) +20%,
Draw, Seasoned Traveller, Specialist Weapon Academic Knowledge (Philosophy), Academic
(Cavalry), Specialist Weapon (Flail), Specialist Knowledge (Strategy/Tactics), Academic
Weapon (Two Handed), Street Fighting, Strike Knowledge (Theology) +20%, Command, Common
Mighty Blow, Strike to Injure, Strike to Stun, Knowledge (Border Princes), Common Knowledge
Wrestling. (Empire), Common Knowledge (Tilea), Channelling
+10%, Charm, Dodge Blow +10%, Gossip, Heal
Streets Of Altdorf +20%, Intimidate +10%, Perception +20%,
Magical Sense +10%, Read/Write, Ride, Scale
Watchman (watchman) Sheer Surfaces, Secret Signs (Templar),
Main Profile Shadowing, Silent Move, Speak Arcane Language
WS BS S T Ag Int WP Fel (Magick), Speak Language (Classical) +10%,
41 39 41 35 41 29 30 30 Speak Language (Reikspiel), Speak Language
Secondary Profile (Tilean).
A W SB TB M Mg IP FP Talents: Aethyric Attunement, Armoured Casting,
Disarm, Divine Lore (Morr), Fast Hands, Fleet
1 12 4 3 4 0 0 0
Footed, Lesser Magic (Exorcise, Dispel),
Equipment: Halberd, Club, 2 crowns, 5 shillings, Lightening Parry, Menacing, Petty Magic (Divine),
10 pence. Seasoned Traveller, Specialist Weapon (Cavalry),
Armour: Leather Jacket (1 body/arms) Specialist Weapon (Crossbow), Specialist Weapon
Skills: Academic Knowledge (Law), Common (Parrying), Stout Hearted, Strike Mighty Blow,
Knowledge (Empire), Dodge Blow, Follow Trail, Strike to Injure, Strike to Stun, Strong Minded,
Gossip +10%, Intimidate, Perception, Search, Suave, Unsettling, Very Strong, Warrior Born.
Speak Language (Reikspiel).
Talents: Disarm, Street Fighting, Strike Mighty Acolytes of Morr (initiate)
Blow, Strike to Stun. Main Profile
WS BS S T Ag Int WP Fel
Templars of Sigmar (templar of the fiery heart, ex
37 36 33 38 34 40 40 40
squire)
Main Profile Secondary Profile
WS BS S T Ag Int WP Fel A W SB TB M Mg IP FP
53 33 39 55 43 33 46 38 1 12 3 3 4 0 0 0
Secondary Profile Equipment: Robes, Holy Symbol of Morr
A W SB TB M Mg IP FP Skills: Academic Knowledge (History), Academic
Knowledge (Theology), Charm, Heal, Perception,
2 17 3 5 4 0 0 0
Read/Write, Speak Language (Classical), Speak
Equipment: Claymore, Sword, Holy Symbol Of Language (Reikspiel).
Sigmar. Talents: Lightening Reflexes, Public Speaking,
Armour: Full Plate Armour (5 all), Shield Suave.
Skills: Academic Knowledge (Genealogy/Heraldry),
Academic Knowledge (Theology), Animal Care, The Blackpowder Plot
Animal Training, Charm, Command, Common
Knowledge (Dwarves), Common Knowledge
Templars of Sigmar (templar of the fiery heart, ex
(Empire), Dodge Blow +10%, Gossip, Perception,
squire)
Ride, Speak Language (Reikspiel) +10%.
Main Profile
Talents: Disarm, Etiquette, Grudge Born Fury,
WS BS S T Ag Int WP Fel
Specialist Weapon (Cavalry), Specialist Weapon

Empire at War 11
53 33 39 55 43 33 46 38 Knowledge (Empire) +10%, Common Knowledge
Secondary Profile (Estalia), Common Knowledge (Kislev), Common
A W SB TB M Mg IP FP Knowledge (Norsca) +10%, Gossip, Haggle,
2 17 3 5 4 0 0 0 Intimidate +20%, Magical Sense +20%, Perception
+20%, Read/Write, Ride, Search, Speak Arcane
Equipment: Claymore, Sword, Holy Symbol Of
Language (Arcane Elf), Speak Arcane Language
Sigmar.
(Daemonic) +10%, Speak Arcane Language
Armour: Full Plate Armour (5 all), Shield
(Magick) +10%, Speak Language (Classical),
Skills: Academic Knowledge (Genealogy/Heraldry),
Speak Language (Estalian), Speak Language
Academic Knowledge (Theology), Animal Care,
(Kislevite), Speak Language (Reikspiel), Speak
Animal Training, Charm, Command, Common
Language (Norscan), Trade (Apothecary).
Knowledge (Dwarves), Common Knowledge
Talents: Aethyric Attunement, Arcane Lore
(Empire), Dodge Blow +10%, Gossip, Perception,
(Metal), Dark Lore (Tzeentch), Dark Magic, Fast
Ride, Speak Language (Reikspiel) +10%.
Hands, Hardy, Lesser Magic (Aethyric Armour,
Talents: Disarm, Etiquette, Grudge Born Fury,
Bind, Dispel, Exorcism, Hand of God, Magic Lock,
Specialist Weapon (Cavalry), Specialist Weapon
Silence, Skywalk, Tremor), Meditation, Mighty
(Two Handed), Stout Hearted, Strike Mighty Blow,
Missile, Petty Magic (Arcane), Petty Magic
Sturdy, Warrior Born.
(Chaos), Resistant to Magic, Stout Hearted, Strong
Minded, Savvy, Very Resilient.
There’s No Place Like Home Arcane Mark: Quicksilver Tears
Mutations: Fear of Blood, Withering Gaze (WP
Simon Helmholz (master thief, ex spy, ex servant) test, -10 to enemy WS).
Main Profile Rewards of Chaos: Might of Chaos.
WS BS S T Ag Int WP Fel
50 49 40 46 78 56 61 61
Secondary Profile Shining Eagle
A W SB TB M Mg IP FP (Academic Knowledge: Magic or Runes)
2 18 4 4 4 0 0 0 Best Craftmanship Sword, inscribed with the Rune
of Striking (attacks made with this weapon gain a
Equipment: Rapier, 3 Throwing Knives, Best +10% to Weapon Skill), and the Rune of Might
Craftmanship Lock Picks, Disguise Kit. (attacks with this weapon inflict SBx2 Damage
Skills: Blather, Charm +10%, Common against creatures with a Toughness Characteristic
Knowledge (Bretonnia), Common Knowledge of 50% or greater).
(Empire), Concealment +10%, Disguise +10%,
Dodge Blow +10%, Evaluate +10%, Gossip
Goldstone
+20%, Haggle, Lip Reading, Perception +10%, (Academic Knowledge: Magic)
Performer (Actor), Pick Lock +10%, Read/Write, When attempting to cast a spell of the Lore of
Scale Sheer Surface, Search, Secret Language Metal, a caster may roll up to two extra casting
(Thieves Tongue), Secret Signs (Thief), dice than their Magic Characteristic would
Shadowing, Silent Move, Sleight of Hand +20%, normally allow. This destroys the Goldstone.
Speak Language (Bretonnia), Speak Language
(Eltharin), Speak Language (Reikspiel), Trade
(Cook).
Talents: Acute Hearing, Etiquette, Flee, Hardy,
What’s Going On?
Lightening Reflexes, Linguistics, Savvy, Schemer,
Sixth Sense, Specialist Weapon (Throwing), Karstin Largsdottir (guild master, ex merchant,
Streetwise, Suave, Trapfinder, Very Resilient. ex artisan, ex tradesman)
Main Profile
WS BS S T Ag Int WP Fel
Magic Carpet Ride
51 40 40 50 43 62 48 59
Crista Feldmann (doomweaver, ex maledictor, ex Secondary Profile
wizard lord, ex master wizard, ex journeyman A W SB TB M Mg IP FP
wizard, ex apprentice wizard) 2 16 4 5 3 0 0 0
Main Profile Equipment: Hand Axe, 132 crowns.
WS BS S T Ag Int WP Fel Armour: Mail Shirt (3 body/arms).
55 51 42 53 50 74 85 60 Skills: Academic Knowledge (History), Charm
Secondary Profile +10%, Common Knowledge (Dwarves), Common
A W SB TB M Mg IP FP Knowledge (Empire), Common Knowledge
1 17 4 5 4 4 4 1 (Wasteland), Drive, Evaluate +20%, Gossip +20%,
Haggle +20%, Perception +20%, Read/Write,
Equipment: Shining Eagle, 3 Goldstones, Best Secret Language (Guild Tongue), Speak Language
Craftmanship Robes, 150c. (Breton), Speak Language (Khazalid), Speak
Skills: Academic Knowledge (Daemonology) Language (Reikspiel), Speak Language (Tilean),
+20%, Academic Knowledge (Engineering), Trade (Goldsmith), Trade (Merchant) +10%,
Academic Knowledge (History), Academic Trade (Smith).
Knowledge (Magic) +20%, Academic Knowledge Talents: Artistic, Dealmaker, Dwarfcraft, Etiquette,
(Science) +10%, Charm +20%, Channelling +20%, Grudge-Born Fury, Linguistics, Night Vision,
Common Knowledge (Chaos Wastes), Common

Empire at War 12
Resistance to Magic, Savvy, Stout Hearted, (Classical), Speak Language (Reikspiel) +10%,
Streetwise, Sturdy, Super Numerate. Speak Language (Tilean), Trade (Embalmer).
Talents: Armoured Casting, Lightening Reflexes,
Guild Guards (shieldbreaker) Petty Magic (Divine), Strike to Stun, Suave, Very
Main Profile Strong.
WS BS S T Ag Int WP Fel
51 37 44 53 23 24 36 21 Acolytes of Morr (initiate)
Secondary Profile Main Profile
A W SB TB M Mg IP FP WS BS S T Ag Int WP Fel
2 13 4 5 3 0 0 0 37 36 33 38 34 40 40 40
Secondary Profile
Equipment: Hammer, Crossbow, 10 bolts.
Armour: Full Leather Armour, Mail Shirt and Coif, A W SB TB M Mg IP FP
Helmet (5 head, 3 body/arms, 1 legs), Shield. 1 12 3 3 4 0 0 0
Skills: Common Knowledge (Dwarves), Dodge Equipment: Robes, Holy Symbol of Morr
Blow, Navigation, Perception, Scale Sheer Skills: Academic Knowledge (History), Academic
Surfaces, Shadowing, Speak Language Knowledge (Theology), Charm, Heal, Perception,
(Khazalid), Speak Language (Reikspiel), Trade Read/Write, Speak Language (Classical), Speak
(Miner). Language (Reikspiel).
Talents: Acute Hearing, Coolheaded, Dwarfcraft, Talents: Lightening Reflexes, Public Speaking,
Grudge-Born Fury, Night Vision, Orientation, Suave.
Resistance to Magic, Stout Hearted, Strike Mighty
Blow, Strike to Injure, Strike to Stun, Sturdy. Someone Is Watching

What The Dead Tell Purple Hand Cultist (rogue)


Main Profile
Philip Nachtrenner / Albert Schwarzrabe WS BS S T Ag Int WP Fel
(anointed priest, ex priest, ex initiate) 35 24 31 31 40 30 30 25
Main Profile Secondary Profile
WS BS S T Ag Int WP Fel A W SB TB M Mg IP FP
45 44 38 42 49 50 61 50 1 12 3 3 4 0 0 0
Secondary Profile
Equipment: Dagger, Best Craftmanship Clothing,
A W SB TB M Mg IP FP 3 crowns, 10 shillings, 22 pence.
2 16 3 4 4 2 0 0 Armour: Leather Jacket (1 body/arms).
Equipment: Sword, Holy Symbol of Morr. Skills: Blather, Charm, Common Knowledge
Skills: Academic Knowledge (Astronomy), (Empire), Evaluate, Gamble, Gossip, Haggle,
Academic Knowledge (History), Academic Perception, Performer (Actor), Search, Speak
Knowledge (Necromancy), Academic Knowledge Language (Reikspiel).
(Theology) +10%, Channelling, Charm +10%, Talents: Flee, Luck, Public Speaking, Savvy.
Common Knowledge (Bretonnia), Common
Knowledge (Empire), Gossip +10%, Heal +10%, Brother Marcus Returns
Intimidate, Magical Sense, Perception, Read/Write,
Speak Arcane Language (Magick), Speak Language Brother Marcus (scholar, ex priest, ex friar, ex
(Breton), Speak Language (Classical), Speak initiate)
Language (Reikspiel) +10%, Trade (Embalmer). Main Profile
Talents: Aethyric Attunement, Armoured Casting, WS BS S T Ag Int WP Fel
Divine Lore (Morr), Lightening Reflexes, Petty 32 33 28 38 36 58 49 52
Magic (Divine), Strike Mighty Blow, Strike to
Secondary Profile
Injure, Strike to Stun, Suave.
A W SB TB M Mg IP FP
Priests of Morr (priest, ex initiate) 1 16 4 4 4 1 0 0
Main Profile Equipment: Holy Symbol of Sigmar
WS BS S T Ag Int WP Fel Skills: Academic Knowledge (Astronomy),
40 39 33 42 44 45 56 45 Academic Knowledge (History) +10, Academic
Secondary Profile Knowledge (Law), Academic Knowledge
(Philosophy), Academic Knowledge (Theology)
A W SB TB M Mg IP FP
+20%, Animal Care, Channelling, Charm +10%,
1 15 3 4 4 1 0 0
Common Knowledge (Border Princes), Common
Equipment: Sword, Holy Symbol of Morr. Knowledge (Dwarves) +10%, Common Knowledge
Skills: Academic Knowledge (Astronomy), (Empire) +20%, Gossip +10%, Heal +20%, Outdoor
Academic Knowledge (History), Academic Survival, Magical Sense, Perception, Read/Write,
Knowledge (Theology) +10%, Channelling, Charm Search, Speak Arcane Language (Magick), Speak
+10%, Common Knowledge (Empire), Common Language (Breton), Speak Language (Classical),
Knowledge (Tilea), Gossip +10%, Heal +10%, Speak Language (Khazalid) +10%, Speak Language
Intimidate, Magical Sense, Perception, Read/Write, (Reikspiel) +10%, Trade (Cartographer).
Speak Arcane Language (Magick), Speak Language

Empire at War 13
Talents: Aethyric Attunement, Armoured Casting, 1 14 4 3 4 0 0 0
Lightening Reflexes, Linguistics, Petty Magic Equipment: Cudgel, Dagger.
(Divine), Savvy, Seasoned Traveller, Strike Mighty Armour: Leather Jacket (1 body/arms ).
Blow, Strike to Injure, Strike to Stun, Suave. Skills: Common Knowledge (Empire), Common
Knowledge (Kislev), Consume Alcohol, Gossip,
Death of an Engineer Navigation, Outdoor Survival, Perception, Row,
Sail, Speak Language (Kislevite), Speak Language
Vikram Greathammer (guild master, ex engineer, (Reikspiel), Swim.
ex artisan, ex tradesman) Talents: Orientation, Seasoned Traveller, Very
Main Profile Strong.
WS BS S T Ag Int WP Fel
51 46 44 52 46 53 51 58 Gustav Fokker (demagogue, ex anointed priest, ex
Secondary Profile priest, ex initiate)
Main Profile
A W SB TB M Mg IP FP
WS BS S T Ag Int WP Fel
2 16 4 5 3 0 0 0
43 39 38 42 42 37 52 50
Equipment: Military Pick, Repeater Handgun, 2
Secondary Profile
Magazines, Duck Foot Pistol, Engineers Kit, 116
crowns. A W SB TB M Mg IP FP
Armour: Full Chain Armour, Breastplate, Bracers, 2 17 4 4 4 2 3 0
Greaves (5 body/arms/legs, 3 head). Equipment: Sword, Dagger, Holy Symbol of
Skills: Academic Knowledge (Engineering), Sigmar, Sling bag of ingredients, 14 crowns, 10
Academic Knowledge (History), Academic shillings, 18 pence.
Knowledge (Science), Charm, Command, Common Armour: Chain Shirt and Leather Jacket (3
Knowledge (Dwarves), Common Knowledge body/arms).
(Tilea), Drive, Evaluate +20%, Gossip +10%, Skills: Academic Knowledge (History) +20%,
Haggle +10%, Perception +20%, Read/Write, Academic Knowledge (Law), Academic Knowledge
Secret Language (Guild Tongue), Speak Language (Philosophy), Academic Knowledge (Theology)
(Estalian), Speak Language (Khazalid), Speak +20%, Blather, Channelling +20%, Charm,
Language (Reikspiel), Speak Language (Tilean), Common Knowledge (Dwarves), Common
Trade (Armourer), Trade (Gunsmith) +20%, Trade Knowledge (Empire), Common Knowledge
(Smith), Trade (Weaponsmith) +10%. (Tilea), Concealment, Dodge Blow, Disguise,
Talents: Artistic, Dealmaker, Dwarfcraft, Etiquette, Gossip, Heal, Magical Sense (Wp), Perception,
Grudge-Born Fury, Linguistics, Master Gunner, Read/Write, Ride, Speak Arcane Language
Night Vision, Resistance to Magic, Savvy, (Magick), Speak Language (Classical), Speak
Specialist Weapon (Engineer), Specialist Weapon Language (Khazlid), Speak Language (Reikspiel)
(Gunpowder), Stout Hearted, Sturdy. +10%, Speak Language (Tilean), Swim.
Talents: Aethyric Attunement, Armoured Caster,
Guild Guards (shieldbreaker) Divine Lore (Sigmar), Fast Hands, Lesser Magic
Main Profile (Silence, Blessed Weapon), Lightening Reflexes,
WS BS S T Ag Int WP Fel Master Orator, Petty Magic (Divine), Public
51 37 44 53 23 24 36 21 Speaking, Street Fighting, Streetwise, Strike Mighty
Secondary Profile Blow, Strike to Injure, Strike to Stun, Suave.
A W SB TB M Mg IP FP
Thomas Carstens, Joachim Windhaus, Thomas
2 13 4 5 3 0 0 0
Pauli (rogue, ex noble)
Equipment: Hammer, Crossbow, 10 bolts. Main Profile
Armour: Full Leather Armour, Mail Shirt and Coif, WS BS S T Ag Int WP Fel
Helmet (5 head, 3 body/arms, 1 legs), Shield. 42 39 32 41 43 32 32 43
Skills: Common Knowledge (Dwarves), Dodge
Secondary Profile
Blow, Navigation, Perception, Scale Sheer
Surfaces, Shadowing, Speak Language A W SB TB M Mg IP FP
(Khazalid), Speak Language (Reikspiel), Trade 1 13 3 4 4 0 0 0
(Miner). Equipment: Sword, Dagger, 24 crowns, 16
Talents: Acute Hearing, Coolheaded, Dwarfcraft, shillings, 12 pence, 40 crowns jewellery.
Grudge-Born Fury, Night Vision, Orientation, Armour: Chain Shirt and Leather Jacket (3
Resistance to Magic, Stout Hearted, Strike Mighty body/arms).
Blow, Strike to Injure, Strike to Stun, Sturdy. Skills: Blather +10%, Charm, Command, Common
Knowledge (Empire) +10%, Consume Alcohol,
Murderer’s Found Evaluate, Gamble, Gossip, Haggle, Perception,
Read/Write, Ride, Search, Speak Language
Viktor Kahl and Otto Bauer (boatmen) (Reikspiel) +10%.
Main Profile Talents: Etiquette, Flee, Luck, Public Speaking,
WS BS S T Ag Int WP Fel Specialist Weapon (Fencing), Schemer, Very
Resilient.
37 30 44 31 44 42 27 28
Secondary Profile
Watchman (watchman)
A W SB TB M Mg IP FP

Empire at War 14
Main Profile Skills: Blather, Charm, Common Knowledge
WS BS S T Ag Int WP Fel (Empire), Evaluate, Gamble, Gossip, Haggle,
41 39 41 35 41 29 30 30 Perception, Performer (Actor), Search, Speak
Secondary Profile Language (Reikspiel).
A W SB TB M Mg IP FP Talents: Flee, Luck, Public Speaking, Savvy.
1 12 4 3 4 0 0 0
Late Night Visitor
Equipment: Halberd, Club, 2 crowns, 5 shillings,
10 pence.
Quintus Fassbinder (scholar, ex student)
Armour: Leather Jacket (1 body/arms)
Main Profile
Skills: Academic Knowledge (Law), Common
WS BS S T Ag Int WP Fel
Knowledge (Empire), Dodge Blow, Follow Trail,
Gossip +10%, Intimidate, Perception, Search, 35 44 39 46 48 66 43 51
Speak Language (Reikspiel). Secondary Profile
Talents: Disarm, Street Fighting, Strike Mighty A W SB TB M Mg IP FP
Blow, Strike to Stun. 1 14 3 4 4 0 0 0
Equipment: Stout Walking Cane, Pistol, 10 shots,
Burning Down the House Journal, Writing Kit.
Skills: Academic Knowledge (Daemonology)
Mayer Gauss (agitator) +10%, Academic Knowledge (History), Academic
Main Profile Knowledge (Law), Academic Knowledge
WS BS S T Ag Int WP Fel (Science), Charm, Common Knowledge (Empire)
41 39 36 31 44 46 35 48 +10%, Common Knowledge (Norsca), Evaluate,
Secondary Profile Gossip, Perception +10%, Read/Write, Search,
A W SB TB M Mg IP FP Speak Language (Classical) +10%, Speak
Language (Reikspiel), Trade (Cartographer).
1 12 3 4 5 0 0 0
Talents: Etiquette, Linguistics, Savvy, Suave, Super
Equipment: Sword, 11 Anti-Ulrican Pamphlets, 2 Numerate.
crowns, 12 shillings, 14 pence.
Armour: Leather Jacket (1 body/arms) Looking For Herr Heinz
Skills: Academic Knowledge (History), Academic
Knowledge (Law), Common Knowledge (Empire),
Knights of the High Helm (knight, ex sergeant, ex
Concealment, Charm, Gossip +10%, Perception,
soldier)
Read/Write, Speak Language (Breton), Speak
Main Profile
Language (Reikspiel) +10%.
WS BS S T Ag Int WP Fel
Talents: Coolheaded, Flee, Lightening Reflexes,
Public Speaking, Savvy, Street Fighting. 62 49 50 51 51 49 53 51
Secondary Profile
Angry Mob (thug) A W SB TB M Mg IP FP
Main Profile 2 16 5 5 4 0 0 0
WS BS S T Ag Int WP Fel Equipment: Sword, Halberd.
41 28 34 37 36 29 39 37 Armour: Full Plate Armour (5 all), Shield
Secondary Profile Skills: Academic Knowledge (Genealogy/Heraldry),
A W SB TB M Mg IP FP Academic Knowledge (Strategy/Tactics),
1 12 3 3 4 0 0 0 Command, Common Knowledge (Empire),
Common Knowledge (Wasteland), Dodge Blow
Equipment: Improvised Weapons.
+20%, Drive, Heal, Gamble, Gossip, Intimidate,
Skills: Common Knowledge (Empire), Consume
Perception, Ride, Secret Language (Battle Tongue),
Alcohol, Dodge Blow, Gamble, Gossip, Intimidate,
Speak Language (Reikspiel).
Secret Language (Thieves Tongue), Speak
Talents: Coolheaded, Disarm, Menacing, Quick
Language (Reikspiel).
Draw, Seasoned Traveller, Specialist Weapon
Talents: Disarm, Lightening Reflexes, Quick Draw,
(Cavalry), Specialist Weapon (Flail), Specialist
Strike to Injure, Strike to Stun.
Weapon (Two Handed), Street Fighting, Strike
Mighty Blow, Strike to Injure, Strike to Stun,
Unwanted Attention Wrestling.
Purple Hand Cultist (rogue) Watchman (watchman)
Main Profile Main Profile
WS BS S T Ag Int WP Fel WS BS S T Ag Int WP Fel
35 24 31 31 40 30 30 25 41 39 41 35 41 29 30 30
Secondary Profile Secondary Profile
A W SB TB M Mg IP FP A W SB TB M Mg IP FP
1 12 3 3 4 0 0 0 1 12 4 3 4 0 0 0
Equipment: Dagger, Best Craftmanship Clothing, Equipment: Halberd, Club, 2 crowns, 5 shillings,
3 crowns, 10 shillings, 22 pence. 10 pence.
Armour: Leather Jacket (1 body/arms). Armour: Leather Jacket (1 body/arms)

Empire at War 15
Skills: Academic Knowledge (Law), Common Instability: On a round in which a Horror is injured
Knowledge (Empire), Dodge Blow, Follow Trail, in melee combat, but fails to inflict any Wounds in
Gossip +10%, Intimidate, Perception, Search, return, it must succeed at a Will Power Test or be
Speak Language (Reikspiel). banished back into the Realm of Chaos.
Talents: Disarm, Street Fighting, Strike Mighty
Blow, Strike to Stun. This Masquerade

Things Lurking in the Dark Johann Heinz Lieberung (politician, ex charlatan,


ex cult acolyte of tzeentch, ex journeyman wizard,
12 Pink Horrors of Tzeentch ex apprentice wizard)
Main Profile Main Profile
WS BS S T Ag Int WP Fel WS BS S T Ag Int WP Fel
42 0 33 35 36 45 60 15 45 49 42 51 48 61 55 62
Secondary Profile Secondary Profile
A W SB TB M Mg IP FP A W SB TB M Mg IP FP
1 12 3 3(5) 4 3* 0 0 2 19 4 5 4 2 0 0
Skills: Channelling +20%, Dodge Blow, Perception, Equipment: Swordbreaker, Dagger, Best
Speak Arcane Language (Daemonic), Speak Craftmanship Clothing, 100 crowns.
Language (Dark Tongue). Skills: Academic Knowledge (History), Academic
Talents: Ambidextrous, Daemonic Aura, Knowledge (Law), Academic Knowledge (Magic)
Frightening, Natural Weapons, Night Vision, Will +10%, Academic Knowledge (Daemonology)
of Iron. +10%, Blather +10%, Charm +10%, Channelling
Special Rules: +20%, Command +10%, Common Knowledge
Divide: When a Horror is reduced to 0 wounds, (Empire) +20%, Common Knowledge (Tilea),
there is a 20% chance of an unusual occurrence. On Disguise +10%, Evaluate +10%, Gamble, Gossip,
a 1-5 it divides into two identical Blue Horrors. On Haggle, Intimidate +10%, Magical Sense +20%,
a 6-10 it explodes, all within the small template Perception +20%, Prepare Poison, Read/Write,
must pass a Willpower Test or gain one mutation. Ride, Search, Secret Language (Thieves Tongue),
Instability: On a round in which a Horror is injured Speak Arcane Language (Daemonic), Speak
in melee combat, but fails to inflict any Wounds in Arcane Language (Magick), Speak Language
return, it must succeed at a Will Power Test or be (Classical), Speak Language (Reikspiel), Speak
banished back into the Realm of Chaos. Language (Tilean), Sleight of Hand, Trade
Living Magic: Once four Pink Horrors have been (Merchant).
killed, the survivor’s Magic characteristic is reduced Talents: Aethyric Attunement, Dark Lore
to 2. Once a further six have been killed, the (Tzeentch), Dark Magic, Dealmaker, Controlled
survivor’s Magic characteristic is reduced to 1. Corruption, Coolheaded, Etiquette, Flee, Fast
Mutations: Claws, Daemonic Aura Hands, Inured to Chaos, Lesser Magic (Dispel,
#1: Agile (Ag 44). Magic Lock), Linguistics, Meditation, Mighty
#2: Shrink - Half (S 28, SB 2, AG 46, W 11, M Missile, Mimic, Petty Magic (Arcane), Petty
3). Magic (Chaos), Public Speaking, Resistant to
#3: Tail (Ag 40). Magic, Savvy, Schemer, Seasoned Traveller,
#4: Cyclops. Streetwise, Suave, Very Resilient.
#5: Bestial Appearance – Bat (Acute Hearing, Mutations: Resilient.
Keen Senses, Fel 0).
#6: Bestial Appearance – Weasel (Keen Senses, Herbert Krebs (steward, ex valet)
Fel 0). Main Profile
#7: Pointed Head (Int 35). WS BS S T Ag Int WP Fel
#8: Emaciated Appearance (S 30, T 25, TB 2). 39 40 37 37 48 66 56 58
#9: Beak (SB-1). Secondary Profile
A W SB TB M Mg IP FP
Blue Horrors of Tzeentch
1 16 3 3 4 0 0 0
Main Profile
WS BS S T Ag Int WP Fel Equipment: Dagger, Best Craftmanship Nobles
Garb.
34 0 28 35 36 20 32 15
Skills: Academic Knowledge
Secondary Profile
(Genealogy/Heraldry), Academic Knowledge
A W SB TB M Mg IP FP (Law), Common Knowledge (Empire), Blather,
1 6 2 3(5) 4 0 0 0 Evaluate, Gossip +20%, Haggle, Intimidate,
Skills: Channelling +20%, Dodge Blow, Perception, Perception, Read/Write, Search, Speak Language
Speak Arcane Language (Daemonic), Speak (Reikspiel), Trade (Merchant).
Language (Dark Tongue). Talents: Coolheaded, Dealmaker, Etiquette,
Talents: Ambidextrous, Daemonic Aura, Suave, Super Numerate.
Frightening, Natural Weapons, Night Vision, Will
of Iron. Chancellery Guards (mercenary)
Mutations: Claws, Additional as “Parent”. Main Profile
Special Rules: WS BS S T Ag Int WP Fel

Empire at War 16
35 30 33 35 30 25 35 28 A W SB TB M Mg IP FP
Secondary Profile 3 17 4 5 4 0 0 0
A W SB TB M Mg IP FP Equipment: Sword, Main-Gauche, Longbow, 20
1 11 3 3 4 0 0 0 arrows, 4 Throwing Daggers, Garrotte, Rope and
Equipment: Sword, Crossbow, 10 bolts, 4 crowns, Grapple, 5 Doses of Vipers Kiss.
9 shillings, 12 pence. Armour: Studded Leather Jacket and Leggings,
Armour: Mail Shirt, Leather Jacket and Leggings Bracers (4 arms, 2 body/legs).
(3 body/arms, 1 legs) Skills: Common Knowledge (Empire) +10%,
Skills: Animal Care, Common Knowledge Concealment, Disguise, Follow Trail, Gossip
(Empire), Common Knowledge (Tilea), Dodge +10%, Intimidate, Outdoor Survival, Perception
Blow, Drive, Gossip, Haggle, Perception, Search, +10%, Prepare Poison, Scale Sheer Surfaces,
Secret Language (Battle Tongue), Speak Language Search, Shadowing, Silent Move, Sleight of Hand,
(Reikspiel), Speak Language (Tilea), Swim. Speak Language (Reikspiel).
Talents: Disarm, Strike Mighty Blow, Strike to Talents: Lightening Parry, Marksman, Mighty
Stun. Shot, Quick Draw, Rapid Reload, Sharpshooter,
Specialist Weapon (Entangling), Specialist
Abduction Weapon (Longbow), Specialist Weapon
(Parrying), Specialist Weapon (Throwing),
Streetwise, Strike Mighty Blow, Strike to Stun,
Dieter Kucinich (anointed priest, ex acolyte of
tzeentch, ex priest, ex initiate, ex witch, ex hedge Sure Shot, Swashbuckler, Very Resilient, Warrior
wizard) Born.
Main Profile
Oskar Forssmann (zealot, ex agitator)
WS BS S T Ag Int WP Fel
Main Profile
42 38 48 42 50 58 47 48
WS BS S T Ag Int WP Fel
Secondary Profile
42 45 46 38 43 34 34 33
A W SB TB M Mg IP FP
Secondary Profile
1 16 4 4 4 2 2 0
A W SB TB M Mg IP FP
Equipment: Dagger, Holy Symbol of Sigmar 1 14 4 3 5 0 7 0
(subtly desecrated), Religious Robes, 8 crowns,
15 shillings, 10 pence. Equipment: Sword, 3 Incendiaries, Tinderbox, 8
Skills: Academic Knowledge (Astronomy), crowns, 5 shillings, 23 pence.
Academic Knowledge (Daemonolgy) +20%, Armour: Studded Leather Jacket and Leggings (2
Academic Knowledge (Theology), Command, body/arms/legs).
Common Knowledge (Bretonnia), Common Skills: Common Knowledge (Empire) +10%,
Knowledge (Dwarves), Common Knowledge Concealment, Charm, Gossip +10%, Intimidate,
(Empire), Charm +20%, Channelling +20%, Perception, Read/Write, Speak Language (Tilean),
Disguise, Evaluate, Gossip, Haggle, Heal +20%, Speak Language (Reikspiel) +10%.
Hypnotism, Intimidate +10%, Magical Sense Talents: Coolheaded, Flee, Fleet Footed, Hardy,
+20%, Perception +20%, Prepare Poison, Lightening Reflexes, Public Speaking, Specialist
Read/Write, Search, Speak Arcane Language Weapon (Flail), Street Fighting, Very Strong.
(Daemonic), Speak Arcane Language (Magick), Insanity: Pyromania.
Speak Language (Classical), Speak Language
(Khazalid), Speak Language (Reikspiel), Swim, Purple Hand Cultist (thug)
Main Profile
Trade (Herbalist) +10%, Trade (Apothecary).
Talents: Aethyric Attunement, Armoured Caster, WS BS S T Ag Int WP Fel
Controlled Corruption, Coolheaded, Dark Magic, 35 22 36 31 40 30 30 24
Divine Lore (Sigmar), Etiquette, Fast Hands, Secondary Profile
Hedge Magic, Inured to Chaos, Lesser Magic A W SB TB M Mg IP FP
(Dispel, Silence, Move, Aethyric Armour), 1 12 4 3 4 0 0 0
Lightening Reflexes, Linguistics, Petty Magic Equipment: Club, Dagger, Best Craftmanship
(Hedge), Petty Magic (Chaos), Petty Magic Clothing, Incendiary, 3 crowns, 10 shillings, 22
(Divine), Public Speaking, Resistant to Magic, pence.
Savvy, Schemer, Strike Mighty Blow, Strike to Armour: Leather Jacket (1 body/arms)
Injure, Strike to Stun, Suave, Very Strong , Skills: Common Knowledge (Empire), Consume
Witchcraft (Claws of Fury [Amber], Fireball Alcohol, Dodge Blow, Gamble, Gossip, Intimidate,
[Bright], Banish, Shimmering Cloak [Light], Secret Language (Thieves Tongue), Speak
Bewilder, Cloak Activity [Grey]). Language (Reikspiel).
Mutations: Scales (1 body). Talents: Disarm, Lightening Reflexes, Quick Draw,
Strike to Injure, Strike to Stun.
Anika Heisenburg (assassin, ex targetteer, ex
bounty hunter) Crush The Wolf Worshippers
Main Profile
WS BS S T Ag Int WP Fel
Templars of Morr (templar of the raven, ex squire)
65 66 40 52 63 56 54 50 Main Profile
Secondary Profile WS BS S T Ag Int WP Fel

Empire at War 17
58 43 40 55 43 33 51 33 Skills: Academic Knowledge (Law), Command,
Secondary Profile Common Knowledge (Empire), Dodge Blow
A W SB TB M Mg IP FP +10%, Follow Trail, Gossip +10%, Intimidate
2 17 4 5 5 0 0 0 +10%, Perception +10%, Search, Secret Language
(Battle Tongue), Speak Language (Reikspiel).
Equipment: Mace, Spear, Crossbow, 20 bolts,
Talents: Disarm, Street Fighting, Strike Mighty
Holy Symbol of Morr, 3 Wooden Stakes
Blow, Strike to Stun.
Armour: Full Plate Armour (5 all), Shield
Skills: Academic Knowledge (Genealogy/Heraldry),
Sewer Jack (sewer jack)
Academic Knowledge (Necromancy), Academic
Main Profile
Knowledge (Theology), Animal Care, Animal
WS BS S T Ag Int WP Fel
Training, Charm, Common Knowledge (Empire),
Dodge Blow +10%, Gossip, Intimidate, Perception, 41 39 33 41 41 29 30 28
Ride, Shadowing, Silent Move, Speak Language Secondary Profile
(Reikspiel) +10%. A W SB TB M Mg IP FP
Talents: Disarm, Etiquette, Fleet Footed, Specialist 1 12 3 4 4 0 0 0
Weapon (Cavalry), Stout Hearted, Strike Mighty Equipment: Shortsword, Club, Lantern,
Blow, Strong Minded, Unsettling. Crossbow, 20 bolts, 2 crowns, 8 shillings, 12
pence.
Purple Hand Cultist (rogue) Armour: Leather Jacket (1 body/arms)
Main Profile Skills: Common Knowledge (Empire),
WS BS S T Ag Int WP Fel Concealment, Dodge Blow, Follow Trail, Gossip,
35 24 31 31 40 30 30 25 Perception, Scale Sheer Surface, Secret Signs
Secondary Profile (Scout), Search, Swim, Silent Move, Speak
A W SB TB M Mg IP FP Language (Reikspiel).
1 12 3 3 4 0 0 0 Talents: Quick Draw, Resistance to Disease,
Tunnel Rat.
Equipment: Dagger, Best Craftmanship Clothing,
3 crowns, 10 shillings, 22 pence.
Palace Guard (soldier)
Armour: Leather Jacket (1 body/arms).
Main Profile
Skills: Blather, Charm, Common Knowledge
WS BS S T Ag Int WP Fel
(Empire), Evaluate, Gamble, Gossip, Haggle,
Perception, Performer (Actor), Search, Speak 43 35 35 36 40 29 29 29
Language (Reikspiel). Secondary Profile
Talents: Flee, Luck, Public Speaking, Savvy. A W SB TB M Mg IP FP
2 12 3 3 4 0 0 0
Desperate Acts Equipment: Sword, Imperial Surcoat, 3 crowns, 11
shillings.
Watchman (watchman) Armour: Helmet, Sleeved Mail Shirt and Leather
Main Profile Jacket (2 head, 3 body/arms), Shield
WS BS S T Ag Int WP Fel Skills: Common Knowledge (Empire), Dodge
41 39 41 35 41 29 30 30 Blow, Drive, Heal, Gamble, Gossip, Intimidate,
Secondary Profile Perception, Speak Language (Reikspiel).
A W SB TB M Mg IP FP Talents: Disarm, Quick Draw, Specialist Weapon
(Gunpowder), Strike Mighty Blow, Strike to Injure,
1 12 4 3 4 0 0 0
Strike to Stun.
Equipment: Halberd, Club, 2 crowns, 5 shillings,
10 pence. Reiksguard Knights (knight, ex sergeant, ex
Armour: Leather Jacket (1 body/arms) soldier)
Skills: Academic Knowledge (Law), Common Main Profile
Knowledge (Empire), Dodge Blow, Follow Trail, WS BS S T Ag Int WP Fel
Gossip +10%, Intimidate, Perception, Search,
62 49 50 51 51 49 53 51
Speak Language (Reikspiel).
Secondary Profile
Talents: Disarm, Street Fighting, Strike Mighty
Blow, Strike to Stun. A W SB TB M Mg IP FP
2 16 5 5 4 0 0 0
Watch Sergeant (watchman) Equipment: Sword, Halberd, 12 crowns, 7
Main Profile shillings.
WS BS S T Ag Int WP Fel Armour: Full Plate Armour (5 all), Shield
51 49 46 44 46 39 40 38 Skills: Academic Knowledge (Genealogy/Heraldry),
Secondary Profile Academic Knowledge (Strategy/Tactics),
A W SB TB M Mg IP FP Command, Common Knowledge (Empire),
Common Knowledge (Wasteland), Dodge Blow
1 12 4 3 0 4 0 0
+20%, Drive, Heal, Gamble, Gossip, Intimidate,
Equipment: Sword, Crossbow, 20 bolts, 8 crowns, Perception, Ride, Secret Language (Battle Tongue),
16 shillings. Speak Language (Reikspiel).
Armour: Leather Jacket and Mail Shirt (3 body, 1 Talents: Coolheaded, Disarm, Menacing, Quick
arms) Draw, Seasoned Traveller, Specialist Weapon

Empire at War 18
(Cavalry), Specialist Weapon (Flail), Specialist Speak Language (Tilean), Trade (Apothecary),
Weapon (Two Handed), Street Fighting, Strike Trade (Herbalist).
Mighty Blow, Strike to Injure, Strike to Stun, Talents: Lightening Reflexes, Master Orator, Petty
Wrestling. Magic (Divine), Resistance to Disease, Strike to
Stun, Suave.
Eva Herzberg (priest, ex initiate)
Main Profile Standard Garrison (soldier)
WS BS S T Ag Int WP Fel Main Profile
29 31 24 40 41 42 51 55 WS BS S T Ag Int WP Fel
Secondary Profile 43 35 35 36 40 29 29 29
A W SB TB M Mg IP FP Secondary Profile
1 14 2 4 4 1 0 0 A W SB TB M Mg IP FP
Equipment: Jewelled Holy Symbol of Shallya, 2 12 3 3 4 0 0 0
Best Craftmanship Robes. Equipment: Sword, Imperial Surcoat, 4 crowns, 9
Skills: Academic Knowledge (Astronomy), shillings.
Academic Knowledge (History), Academic Armour: Full Mail Armour and Helmet (5 head, 3
Knowledge (Theology) +10%, Channelling, Charm body/arms/legs), Shield
+10%, Common Knowledge (Empire), Common Skills: Common Knowledge (Empire), Dodge
Knowledge (Tilea), Gossip +10%, Heal +20%, Blow, Drive, Heal, Gamble, Gossip, Intimidate,
Magical Sense, Perception, Read/Write, Speak Perception, Speak Language (Reikspiel).
Arcane Language (Magick), Speak Language Talents: Disarm, Quick Draw, Specialist Weapon
(Classical), Speak Language (Reikspiel) +10%, (Gunpowder), Strike Mighty Blow, Strike to Injure,
Strike to Stun.

War!
In Through the Out Door +20%, Gamble +10%, Gossip +10%, Haggle,
Hypnotism, Intimidate, Magical Sense,
Axel Quiddle (interrogator, ex jailor) Perception, Performer (Actor) +10%, Performer
Main Profile (Dancer), Read/Write, Secret Language (Guild
WS BS S T Ag Int WP Fel Tongue), Secret Language (Thieves Tongue),
41 28 48 50 28 28 38 24 Sleight of Hand, Speak Arcane Language
(Daemonic), Speak Language (Breton), Speak
Secondary Profile
Language (Classical), Speak Language
A W SB TB M Mg IP FP
(Reikspiel) +10%, Trade (Calligrapher), Swim.
1 16 4 5 4 0 2 0 Talents: Coolheaded, Dark Magic, Dealmaker,
Equipment: Club, Bunch of keys, Bottle of Cheap Etiquette, Inured to Chaos, Keen Senses, Lightening
Wine, 3 sets of Manacles. Reflexes, Linguistics, Mimic, Petty Magic (Chaos),
Skills: Common Knowledge (Empire), Command, Schemer, Specialist Weapon (Throwing),
Consume Alcohol, Dodge Blow, Intimidate Streetwise, Suave.
+10%, Perception +10%, Search, Sleight of Hand, Mutations: Alluring (+5% Charm Tests), Evil Eye
Speak Language (Reikspiel), Torture. (8 yards, WP test or permanent –10% to all tests
Talents: Menacing, Resistance to Disease, until casters death), Minor Cosmetic Change –
Resistance to Poison, Specialist Weapon Emerald Green Eyes.
(Entangling), Very Resilient, Wrestling.
First Strike
Triumphant Return
Purple Hand Cultist (rogue)
Greta Cranach (charlatan, ex entertainer, ex Main Profile
acolyte of slaanesh, ex scribe) WS BS S T Ag Int WP Fel
Main Profile 35 24 31 31 40 30 30 25
WS BS S T Ag Int WP Fel Secondary Profile
44 38 39 32 58 55 52 73 A W SB TB M Mg IP FP
Secondary Profile 1 12 3 3 4 0 0 0
A W SB TB M Mg IP FP
Equipment: Dagger, Best Craftmanship Clothing,
1 14 3 3 4 1 2 0 3 crowns, 10 shillings, 22 pence.
Equipment: Sword, 3 Throwing Knives, Writing Armour: Leather Jacket (1 body/arms).
Kit, Books in Satchel, Disguise/Make-up Kit, Best Skills: Blather, Charm, Common Knowledge
Craftmanship Clothing. (Empire), Evaluate, Gamble, Gossip, Haggle,
Skills: Academic Knowledge (Daemonology), Perception, Performer (Actor), Search, Speak
Academic Knowledge (Law), Blather, Language (Reikspiel).
Channelling, Charm +20%, Consume Alcohol, Talents: Flee, Luck, Public Speaking, Savvy.
Common Knowledge (Bretonnia), Common
Knowledge (Empire), Disguise +10%, Evaluate

Empire at War 19
Purple Hand Contact (charlatan, ex rogue) A W SB TB M Mg IP FP
Main Profile 2 16 4 5 4 3 0 1
WS BS S T Ag Int WP Fel Equipment: Religious Robes, Prayer Book,
35 30 30 41 40 38 33 35 Unholy Symbol of Tzeentch, 3 Vials Black Lotus
Secondary Profile Poison, 2 Vials Heartkill, Bag of Components, 28
A W SB TB M Mg IP FP crowns, 15 shillings, 12 pence.
1 14 3 4 4 0 0 0 Skills: Academic Knowledge (Daemonology)
Equipment: Sword, Dagger, Best Craftmanship +10%, Academic Knowledge (Law) +20%,
Clothing, Vial of Heartkill. Academic Knowledge (Magic) +20%, Academic
Armour: Leather Jacket and Leggings (1 Knowledge (Theology) +10%, Animal Care,
body/arms/legs) Common Knowledge (Dwarves) +10%, Common
Skills: Blather, Charm +10%, Common Knowledge Knowledge (Empire) +10%, Common Knowledge
(Empire), Disguise, Evaluate +10%, Gamble, (Kislev), Command, Charm +10%, Channelling
Gossip, Haggle, Perception, Performer (Actor), +20%, Disguise, Evaluate, Gossip, Haggle, Heal
Search, Secret Language (Thieves Tongue), Speak +10%, Intimidate +20%, Magical Sense +20%,
Language (Reikspiel). Outdoor Survival, Perception +20%, Prepare
Talents: Flee, Luck, Public Speaking, Savvy, Poison, Read/Write +10%, Ride, Search, Secret
Schemer, Streetwise, Very Resilient. Language (Guild Tongue), Speak Arcane
Language (Daemonic) +10%, Speak Arcane
Language (Magick) +20%, Speak Language
Time To Kill (Classical) +10%, Speak Language (Khazalid),
Speak Language (Kislevite), Speak Language
Eugen Klopstock (assassin, ex outlaw chief, ex (Reikspiel) +10%, Trade (Apothecary) +10%,
racketeer, ex thug) Trade (Herbalist).
Main Profile
Talents: Aethyric Attunement, Arcane Lore
WS BS S T Ag Int WP Fel (Metal), Armoured Caster, Controlled Corruption,
67 64 46 52 64 55 54 45 Coolheaded, Dark Lore (Tzeentch), Dark Magic,
Secondary Profile Dealmaker, Etiquette, Fast Hands, Inured to Chaos,
A W SB TB M Mg IP FP Lesser Magic (Aethyric Armour, Dispel, Silence,
3 18 4 5 4 0 5 0 Skywalk), Lightening Reflexes, Linguistics,
Equipment: Sword, Main-Gauche, Meditation, Mighty Missile, Petty Magic (Arcane),
Knuckledusters, Crossbow, 20 bolts, 4 Throwing Petty Magic (Chaos), Petty Magic (Divine),
Daggers, Garrotte, 4 Bombs, 4 Incendiaries, 5 Resistant to Magic, Savvy, Seasoned Traveller,
Vials of Black Lotus, Best Craftmanship Schemer, Strike to Injure, Strike to Stun, Strong
Clothing, Big Floppy Feathered Hat. Minded, Suave, Very Resilient.
Armour: Leather Jacket and Mail Shirt (3 Mutations: Warped Mind.
body/arms). Rewards of Chaos: Ecstatic Duplication (upon
Skills: Academic Knowledge (Strategy/Tactics), death, 3 blue horrors burst from remains).
Command, Common Knowledge (Empire),
Concealment +10%, Consume Alcohol, Disguise, Erwin Von Muhlerberg (captain, ex knight, ex
Dodge Blow +10%, Follow Trail, Gamble, acolyte of tzeentch, ex sergeant, ex mercenary)
Gossip, Intimidate, Perception +10%, Prepare Main Profile
Poison, Ride, Secret Language (Battle Tongue), WS BS S T Ag Int WP Fel
Secret Language (Thieves Tongue), Secret Signs 65 62 62 51 53 49 44 51
(Thief), Shadowing +10%, Silent Move +10%, Secondary Profile
Scale Sheer Surfaces +10%, Speak Language A W SB TB M Mg IP FP
(Reikspiel). 3 20 6 5 4 1 0 0
Talents: Disarm, Lightening Parry, Lightening Equipment: Best Craftmanship Claymore, Dagger,
Reflexes, Menacing, Mighty Shot, Quick Draw, 14 crowns, 20 shillings, 12 pence.
Rapid Reload, Resistance to Poison, Sharpshooter, Armour: Full Mail Armour, Breastplate, Helmet (5
Specialist Weapon (Parrying), Specialist Weapon head/body, 3 arms/legs), Shield.
(Throwing), Strike Mighty Blow, Strike to Injure, Skills: Academic Knowledge (Daemonology),
Strike to Stun, Street Fighting, Streetwise, Sure Academic Knowledge (Genealogy/Heraldry),
Shot, Swashbuckler, Very Resilient, Warrior Born, Academic Knowledge (Strategy/Tactics) +10%,
Wrestling. Channelling, Command +20%, Common
Knowledge (Bretonnia), Common Knowledge
Altdorf Burning (Empire) +10%, Common Knowledge (Tilea),
Disguise, Dodge Blow +20%, Evaluate, Gamble,
Karl Heinz Wasmeier (priest, ex friar, ex scholar, Gossip, Intimidate +20%, Perception +20%, Prepare
ex guild master, ex acolyte of tzeentch, ex master Poison, Read/Write, Ride, Search, Secret Language
wizard, ex journeyman wizard, ex apprentice (Battle Tongue) +20%, Speak Arcane Language
wizard) (Daemonic), Speak Language (Reikspiel), Speak
Main Profile Language (Tilean), Swim, Trade (Armourer).
WS BS S T Ag Int WP Fel Talents: Controlled Corruption, Coolheaded, Dark
45 42 43 51 59 69 62 68 Magic, Dealmaker, Disarm, Etiquette, Inured to
Secondary Profile Chaos, Lightening Parry, Linguistics, Menacing,

Empire at War 20
Petty Magic (Chaos), Public Speaking, Quick Draw, Death In The Drakwald
Resistant to Magic, Savvy, Schemer, Specialist
Weapon (Cavalry), Specialist Weapon (Flail), Gurg (caprigor - beastman champion, ex bestigor)
Specialist Weapon (Two Handed), Strike Mighty Main Profile
Blow, Strike to Injure, Strike to Stun, Street WS BS S T Ag Int WP Fel
Fighting, Suave, Very Strong, Wrestling. 88 45 48 59 50 34 44 30
Mutations: Regeneration.
Secondary Profile
A W SB TB M Mg IP FP
Purple Hand Sentry (rogue)
Main Profile 2 19 4 5 5 0 0 0
WS BS S T Ag Int WP Fel Equipment: Best Quality Dwarven Military Pick.
35 24 31 31 40 30 30 25 Skills: Command, Concealment, Dodge Blow
Secondary Profile +10%, Follow Trail, Intimidate +10%, Outdoor
Survival, Perception, Shadowing, Silent Move,
A W SB TB M Mg IP FP
Speak Language (Dark Tongue), Speak Language
1 12 2 3 4 0 0 0
(Beast Tongue).
Equipment: Dagger, Best Craftmanship Clothing, Talents: Keen Senses, Menacing, Rover, Silent as
3 crowns, 10 shillings, 22 pence. the Beasts of the Woods, Specialist Weapon (Two
Armour: Leather Jacket (1 body/arms). Handed), Strike Mighty Blow, Strike to Injure,
Skills: Blather, Charm, Common Knowledge Strike to Stun.
(Empire), Evaluate, Gamble, Gossip, Haggle, Mutations: Animalistic Legs, Bestial Appearance,
Perception, Performer (Actor), Search, Speak Horns (SB), Metallic Skin (2 Armour Points all
Language (Reikspiel). locations), Manic Fighter (Will Power test or
Talents: Flee, Luck, Public Speaking, Savvy. Frenzy), Weaponmaster.

Purple Hand Bodyguards (soldier) Beastmen (caprigors)


Main Profile Main Profile
WS BS S T Ag Int WP Fel WS BS S T Ag Int WP Fel
45 41 35 36 43 30 30 22 40 25 35 44 35 26 25 25
Secondary Profile Secondary Profile
A W SB TB M Mg IP FP A W SB TB M Mg IP FP
2 14 3 3 4 0 0 0 1 12 3 4 5 0 0 0
Equipment: Sword, Dagger. Equipment: Axe.
Armour: Sleeved Mail Shirt, Leather Jacket (3 Armour: Chain Shirt and Leather Jacket (3
body/arms). body/arms)
Skills: Common Knowledge (Empire), Dodge Skills: Concealment, Follow Trail, Intimidate,
Blow, Drive, Heal, Gamble, Gossip, Intimidate, Outdoor Survival, Perception, Shadowing, Silent
Perception, Speak Language (Reikspiel). Move, Speak Language (Dark Tongue), Speak
Talents: Quick Draw, Strike Mighty Blow, Strike to Language (Beast Tongue).
Injure, Strike to Stun. Talents: Keen Senses, Menacing, Rover, Silent as
the Beasts of the Woods.
Flamers of Tzeentch Mutations: Animalistic Legs, Bestial Appearance,
Main Profile Horns.
WS BS S T Ag Int WP Fel #1: Beak (SB-1).
27 45 41 46 44 - - - #2: Breathe Fire (range 4 yards, BS Test to hit,
Secondary Profile Damage 2 hit ignoring Armour).
A W SB TB M Mg IP FP #3 Transparent Skin, Levitation (Hoverer),
2 11 4 4(6) 6 0 0 0 Frightening.
#4 Hypnotic Gaze (Full action, 8 yards range,
Talents: Daemonic Aura, Frightening, Hoverer,
Will Power Test or may not act as long as you
Natural Weapons.
maintain gaze. Target allowed Will Power
Mutations: Bizarre Colouration.
Test each round to break free).
#1: Warty Skin (1 Armour Point all locations).
#2: Mane of Hair.
Beastmen (caprigors)
#3: Horns (SB-1).
Main Profile
#4: Long Spines (All opponents in close combat
WS BS S T Ag Int WP Fel
must pass an Ag test or take a Damage 1
hit). 40 25 35 44 35 26 25 25
Special Rules: Secondary Profile
Flamer: As a full action, can release a stream of A W SB TB M Mg IP FP
flame using the cone template. All within take a 1 12 3 4 5 0 0 0
Damage 4 hit, and must pass an Agility Test or Equipment: Axe.
catch fire. Skills: Concealment, Follow Trail, Intimidate,
Mindless: Flamers have no Intelligence, Will Outdoor Survival, Perception, Shadowing, Silent
Power, or Fellowship, and can never take or fail Move, Speak Language (Dark Tongue), Speak
tests based on these characteristics. Language (Beast Tongue).

Empire at War 21
Talents: Keen Senses, Menacing, Rover, Silent as
the Beasts of the Woods. Windrunner Crew (boatman)
Mutations: Animalistic Legs, Bestial Appearance, Main Profile
Horns. WS BS S T Ag Int WP Fel
42 41 38 33 43 33 34 31
Escort Duty Secondary Profile
A W SB TB M Mg IP FP
Knights Panther (knight panther, ex sergeant, ex 1 12 3 3 4 0 0 0
soldier)
Equipment: Sword, Bow, 20 arrows, 6 crowns, 20
Main Profile
shillings.
WS BS S T Ag Int WP Fel
Armour: Leather Jack (1 body/arms).
63 49 50 51 42 37 47 48 Skills: Common Knowledge (Empire), Common
Secondary Profile Knowledge (Kislev), Consume Alcohol, Gossip,
A W SB TB M Mg IP FP Navigation, Outdoor Survival, Perception, Row,
2 18 5 5 4 0 0 0 Sail, Speak Language (Kislevite), Speak Language
Equipment: Sword, Morning Star. (Reikspiel), Swim.
Armour: Full Plate Armour (5 all), Shield. Talents: Orientation, Seasoned Traveller.
Skills: Academic Knowledge
(Genealogy/Heraldry), Academic Knowledge Abandoned Ship
(Strategy/Tactics) +10%, Animal Care, Animal
Training, Command +10%, Common Knowledge Mutants (peasant)
(Empire), Common Knowledge (Tilea), Dodge Main Profile
Blow +20%, Gamble, Gossip, Heal, Intimidate WS BS S T Ag Int WP Fel
+10%, Perception +10%, Ride, Secret Language 41 29 42 31 30 29 29 25
(Battle Tongue), Speak Language (Reikspiel), Secondary Profile
Speak Language (Tilean), Swim. A W SB TB M Mg IP FP
Talents: Disarm, Etiquette, Menacing, Quick
1 13 4 3 4 0 0 0
Draw, Specialist Weapon (Cavalry), Specialist
Weapon (Flail), Street Fighting, Strike Mighty Equipment: Handweapon, Tattered Clothing.
Blow, Strike to Injure, Strike to Stun, Sturdy, Skills: Animal Care, Common Knowledge
Warrior Born, Wrestling. (Empire), Concealment +10%, Drive, Gamble,
Silent Move +10%, Row, Speak Language
On The Talabec (Reikspiel), Swim, Trade (Cook), Trade (Farmer).
Talents: Flee, Rover, Specialist Weapon (Sling).
Mutations:
The Windrunner #1: Scaly Skin (1 Armour Point all locations).
Main Profile
#2: Tentacle-like Arm (-30% to tests requiring
M TB W
fine manipulation, +5% to grapple).
3 7 82
#3: Were (Frenzy. When frenzied, assume Were
form (see below)).
Captain Halder (captain, mate, ex seaman, ex
#4: Froglike Eyes (Fel 15).
boatman)
#5: Scorpion Tail (SB, target must pass
Main Profile
Toughness Test at –10% or die in TB
WS BS S T Ag Int WP Fel
rounds).
64 51 42 47 53 55 55 62 #6: Prehensile Tail.
Secondary Profile #7: Bestial Appearance – Stag (Keen Senses,
A W SB TB M Mg IP FP Acute Hearing, Fel 16).
3 18 4 4 4 0 0 0 #8: Multiple Arms – Two (A 2, T 37).
Equipment: Sword, Dagger, Rapier, Telescope, 12 #9: Pointed Head (Int 22).
crowns, 10 shillings. #10: Warty Skin (1 Armour Point all locations).
Armour: Sleeved Mail Coat, Leather Jacket (3 #11: Zoological Mutation – Feet of Sheep.
body/arms, 2 legs) #12: Rearranged Face.
Skills: Command, Common Knowledge (Empire),
Common Knowledge (Kislev), Common Werewolf Mutant - Were Form
Knowledge (Norsca), Common Knowledge Main Profile
(Wasteland), Consume Alcohol, Dodge Blow WS BS S T Ag Int WP Fel
+10%, Gamble, Gossip +10%, Intimidate, 51 29 52 41 50 19 19 5
Navigation, Outdoor Survival, Perception +10%, Secondary Profile
Row +20%, Sail +20%, Scale Sheer Surfaces, Speak A W SB TB M Mg IP FP
Language (Kislevite), Speak Language (Reikspiel), 2 18 5 4 5 0 0 0
Speak Language (Norse), Swim +20%, Trade
Skills: Concealment +20%, Follow Trail,
(Cartographer), Trade (Shipwright) +10%.
Perception, Silent Move +20%, Swim +10%.
Talents: Hardy, Orientation, Resistance to Disease,
Talents: Keen Senses, Natural Weapons, Night
Seasoned Traveller, Specialist Weapon (Fencing),
Vision.
Street Fighting, Strike Mighty Blow, Swashbuckler,
Warrior Born.

Empire at War 22
Captain, There Be Pirates! Talents: Disarm, Strike Mighty Blow, Strike to
Stun.
Pirate Vessel (stripped down Keel)
Main Profile On The Run
M TB W
4 8 85 Purple Hand Cultists (militiamen)
Main Profile
‘Black Manfred’ Lorenz (sea captain, ex mate, ex WS BS S T Ag Int WP Fel
marine) 43 39 31 31 40 30 30 25
Main Profile Secondary Profile
WS BS S T Ag Int WP Fel A W SB TB M Mg IP FP
58 51 50 48 52 56 56 58 1 13 3 3 4 0 0 0
Secondary Profile
Equipment: Sword, Bow, 10 arrows, 3 crowns, 10
A W SB TB M Mg IP FP shillings, 22 pence.
3 18 4 5 4 0 0 0 Armour: Leather Jacket (1 body/arms)
Equipment: Scimitar, Dagger, Duckfoot Pistol, Skills: Animal Care, Common Knowledge
Telescope, Dapper Hat, 12 crowns, 10 shillings. (Empire), Dodge Blow, Drive, Gamble, Gossip,
Armour: Studded Leather Jacket (2 body/arms). Outdoor Survival, Perception, Search, Speak
Skills: Command, Common Knowledge (Empire), Language (Riekspiel), Trade (Bowyer).
Common Knowledge (Kislevite), Common Talents: Rapid Reload, Strike Mighty Blow.
Knowledge (Wasteland), Consume Alcohol +10%,
Dodge Blow +20%, Gamble +10%, Gossip +10%, Purple Hand Cultists (soldier)
Intimidate +10%, Perception, Row, Sail +10%, Main Profile
Secret Language (Battle Tongue), Speak Language WS BS S T Ag Int WP Fel
(Reikspiel), Speak Language (Kislev), Swim +20%, 45 41 31 31 43 30 30 25
Trade (Cartographer), Trade (Shipwright). Secondary Profile
Talents: Disarm, Lightening Parry, Quick Draw, A W SB TB M Mg IP FP
Resistance to Disease, Seasoned Traveller,
2 14 3 3 4 0 0 0
Specialist Weapon (Fencing), Street Fighting, Strike
Mighty Blow, Strike to Stun, Swashbuckler. Equipment: Sword, Dagger, 5 crowns, 12
shillings, 10 pence.
Otto Furtwangler (mate, ex marine) Armour: Mail Shirt, Leather Jacket (3 body 1
Main Profile arms).
WS BS S T Ag Int WP Fel Skills: Common Knowledge (Empire), Dodge
Blow, Gamble, Gossip, Heal, Intimidate,
54 54 36 47 49 42 43 35
Perception, Ride, Speak Language (Reikspiel).
Secondary Profile
Talents: Disarm, Strike Mighty Blow, Strike to
A W SB TB M Mg IP FP Injure, Strike to Stun.
2 15 3 4 4 0 0 0
Equipment: Sword, Dagger, 12 crowns, 10 Horse Trading
shillings.
Armour: Leather Jacket (1 body/arms). Helmut Todbringer (champion, ex duellist, ex
Skills: Command, Common Knowledge (Empire), courtier, ex noble)
Common Knowledge (Kislev), Consume Alcohol, Main Profile
Dodge Blow +10%, Gamble, Gossip, Secret WS BS S T Ag Int WP Fel
Language (Battle Tongue), Intimidate, Row, Speak 64 61 58 63 54 62 58 54
Language (Kislevite), Speak Language (Reikspiel),
Secondary Profile
Swim +10%.
Talents: Disarm, Resistance to Disease, Street A W SB TB M Mg IP FP
Fighting, Strike Mighty Blow, Strike to Stun. 3 18 5 6 4 0 0 0
Equipment: Eisnir, Main Gauche, Signet Ring (30
Pirates (marine) crowns), Ulric’s Ward, 18 crowns, 12 shillings, 6
Main Profile pence.
WS BS S T Ag Int WP Fel Armour: Full Mail Armour, Wolf Pelt (3 all).
42 41 38 31 43 33 34 31 Skills: Academic Knowledge (History), Blather,
Secondary Profile Charm +20%, Command +10%, Common
Knowledge (Empire) +10%, Common Knowledge
A W SB TB M Mg IP FP
(Tilea), Consume Alcohol, Dodge Blow +10%,
1 13 3 3 4 0 0 0
Evaluate, Gamble, Gossip, Intimidate +10%,
Equipment: Sword, Bow, 10 arrows, Rope and Perception +20%, Read/Write, Ride, Sleight of
Grapple, 3 crowns, 10 shillings. Hand, Speak Language (Reikspiel) +10%, Speak
Armour: Leather Jacket (1 body/arms). Language (Tilean).
Skills: Common Knowledge (Empire), Consume Talents: Ambidextrous, Dealmaker, Disarm,
Alcohol, Dodge Blow, Gamble, Gossip, Secret Etiquette, Lightening Parry, Luck, Master Gunner,
Language (Battle Tongue), Intimidate, Row, Speak Mighty Shot, Public Speaking, Quick Draw, Savvy,
Language (Reikspiel), Swim. Schemer, Sharpshooter, Specialist Weapon

Empire at War 23
(Fencing), Specialist Weapon (Flail), Specialist
Weapon (Gunpowder), Specialist Weapon Feodor Sachs (thief)
(Parrying), Specialist Weapon (Two-Handed), Main Profile
Specialist Weapon (White Wolf Hammer), Strike WS BS S T Ag Int WP Fel
Mighty Blow, Strike to Injure, Swashbuckler, 26 32 28 31 43 31 29 35
Wrestling. Secondary Profile
A W SB TB M Mg IP FP
Eisnir 1 11 2 3 4 0 0 0
(Academic Knowledge: Theology) Equipment: Dagger.
Best Craftmanship Sword with the Magic Quality. Skills: Charm, Common Knowledge (Empire),
At the start of combat, the wielder must take a Concealment, Evaluate, Gamble, Gossip,
Willpower Test. If successful, during the combat, Perception, Search, Secret Signs (Thief), Speak
when this weapon inflicts at least 1 Wound, the Language (Reikspiel), Silent Move, Sleight of
target must pass a Toughness Test or suffer an Hand.
additional Damage 3 hit which ignores armour. Talents: Alley Cat, Excellent Vision, Streetwise,
Devout followers of Ulric automatically pass this Super Numerate.
Willpower Test.
Reconnaissance Unit (outrider)
Ulrics Ward Main Profile
(Academic Knowledge: History)
WS BS S T Ag Int WP Fel
Grants the bearer +10% to Willpower Tests to
44 41 38 34 43 30 30 28
ignore the effects of spells, permitting a Will
Power Test even if one is not normally permitted. Secondary Profile
All Wounds inflicted on the wearer by magic spells A W SB TB M Mg IP FP
are halved (calculated after deductions for Armour 1 14 3 3 4 0 0 0
and Toughness). Equipment: Sword, Dagger, Crossbow, Riding
Horse with Saddle and Harness. 10 bolts, 3 crowns,
10 shillings, 16 pence.
Armour: Leather Jack (1 body/arms).
Sons Of Ulric (outlaw) Skills: Animal Care, Common Knowledge
Main Profile
(Empire), Follow Trail, Gossip, Navigation,
WS BS S T Ag Int WP Fel Outdoor Survival, Perception, Ride, Search, Silent
49 35 42 31 40 31 36 32 Move, Speak Language (Reikspiel).
Secondary Profile Talents: Orientation, Specialist Weapon
A W SB TB M Mg IP FP (Entangling), Very Strong.
1 12 4 3 4 0 0 0
Equipment: Sword, Dagger, Bow, 20 arrows, Face Sergeant Richard Munsterberg (sergeant, ex
Paint, 12 shillings, 22 pence. soldier)
Armour: Wolf Pelt (1 head/body) Main Profile
Skills: Animal Care, Common Knowledge WS BS S T Ag Int WP Fel
(Empire), Common Knowledge (Kislev), Dodge 52 49 47 44 40 36 38 48
Blow, Drive, Gossip, Haggle, Perception, Search, Secondary Profile
Secret Language (Battle Tongue), Speak Language A W SB TB M Mg IP FP
(Reikspiel), Swim. 2 15 4 4 4 0 0 0
Talents: Disarm, Strike Mighty Blow, Strike to Equipment: Sword, Halberd.
Stun, Very Strong. Armour: Full Mail Armour (3 all), Shield
Skills: Academic Knowledge (Strategy/Tactics),
Into The Warzone Command, Common Knowledge (Empire), Dodge
Blow +10%, Drive, Heal, Gamble, Gossip,
Thugs (thug) Intimidate, Perception, Ride, Speak Language
Main Profile (Reikspiel).
WS BS S T Ag Int WP Fel Talents: Disarm, Quick Draw, Specialist Weapon
33 25 35 41 30 29 29 29 (Two Handed), Strike Mighty Blow, Strike to
Secondary Profile Injure, Strike to Stun.
A W SB TB M Mg IP FP
1 12 3 4 4 0 0 0 Ostland Infantry (soldier)
Main Profile
Equipment: Club, Knuckledusters, 2 shillings, 8
WS BS S T Ag Int WP Fel
pence.
Armour: Leather Jerkin (1 body) 43 35 35 36 40 29 29 29
Skills: Common Knowledge (Empire), Consume Secondary Profile
Alcohol, Dodge Blow, Gamble, Gossip, Intimidate, A W SB TB M Mg IP FP
Secret Language (Thieves Tongue), Speak 2 12 3 3 4 0 0 0
Language (Reikspiel). Equipment: Sword, Halberd.
Talents: Disarm, Lightening Reflexes, Quick Draw, Armour: Full Leather, Mail Shirt (3 body/arms, 1
Strike to Injure, Strike to Stun. legs), Shield

Empire at War 24
Skills: Common Knowledge (Empire), Dodge 3 18 5 5 4 0 0 0
Blow, Drive, Heal, Gamble, Gossip, Intimidate, Equipment: Axe, Greatsword (impact, slow),
Perception, Speak Language (Reikspiel). Buckler (+10 to parry, +10 strike to stun).
Talents: Disarm, Quick Draw, Specialist Weapon Armour: Full Plate Armour (5 all)
(Gunpowder), Strike Mighty Blow, Strike to Injure, Skills: Academic Knowledge (Strategy/Tactics),
Strike to Stun. Command +10%, Common Knowledge (Empire)
+10%, Common Knowledge (Kislev), Common
Knights Of The Bull (knight, ex sergeant, ex Knowledge (Tilea), Dodge Blow +20%, Drive,
soldier) Heal, Gamble, Gossip, Intimidate, Perception,
Main Profile Read/Write, Ride, Secret Language (Battle Tongue)
WS BS S T Ag Int WP Fel +10%, Speak Language (Kislevite), Speak
62 49 50 51 51 49 53 51 Language (Reikspiel), Speak Language (Tilean).
Secondary Profile Talents: Disarm, Lightening Parry, Menacing,
A W SB TB M Mg IP FP Quick Draw, Seasoned Traveller, Specialist
2 16 5 5 4 0 0 0 Weapon (Cavalry), Specialist Weapon (Parrying),
Specialist Weapon (Two Handed), Street Fighting,
Equipment: Sword, Halberd.
Strike Mighty Blow, Strike to Injure, Strike to Stun,
Armour: Full Plate Armour (5 all), Shield
Wrestling.
Skills: Academic Knowledge (Genealogy/Heraldry),
Academic Knowledge (Strategy/Tactics),
Talabecland Infantry (soldier)
Command, Common Knowledge (Empire), Main Profile
Common Knowledge (Wasteland), Dodge Blow
WS BS S T Ag Int WP Fel
+20%, Drive, Heal, Gamble, Gossip, Intimidate,
Perception, Ride, Secret Language (Battle Tongue), 43 35 35 36 40 29 29 29
Speak Language (Reikspiel). Secondary Profile
Talents: Coolheaded, Disarm, Menacing, Quick A W SB TB M Mg IP FP
Draw, Seasoned Traveller, Specialist Weapon 2 12 3 3 4 0 0 0
(Cavalry), Specialist Weapon (Flail), Specialist Equipment: Sword, Halberd, Crossbow, 10 bolts.
Weapon (Two Handed), Street Fighting, Strike Armour: Full Leather Armour (1 all), Shield
Mighty Blow, Strike to Injure, Strike to Stun, Skills: Common Knowledge (Empire), Dodge
Wrestling. Blow, Drive, Heal, Gamble, Gossip, Intimidate,
Perception, Speak Language (Reikspiel).
Ostland Generals (captain, ex sergeant, ex soldier) Talents: Disarm, Quick Draw, Specialist Weapon
Main Profile (Gunpowder), Strike Mighty Blow, Strike to Injure,
WS BS S T Ag Int WP Fel Strike to Stun.
62 54 57 54 50 41 43 53
Secondary Profile Castellan of Castle Schloss (noble, ex steward, ex
A W SB TB M Mg IP FP valet)
3 18 5 5 4 0 0 0 Main Profile
WS BS S T Ag Int WP Fel
Equipment: Sword, Greatsword, Swordbreaker.
Armour: Full Mail, Breastplate, Helmet (5 37 36 46 36 31 71 49 56
head/body, 3 arms/legs), Shield Secondary Profile
Skills: Academic Knowledge (Strategy/Tactics), A W SB TB M Mg IP FP
Command +10%, Common Knowledge (Empire) 1 15 4 3 4 0 0 0
+10%, Common Knowledge (Kislev), Common Equipment: Best Craftmanship Clothing, Chain of
Knowledge (Tilea), Dodge Blow +20%, Drive, Office (150c).
Heal, Gamble, Gossip, Intimidate, Perception, Skills: Academic Knowledge
Read/Write, Ride, Secret Language (Battle Tongue) (Genealogy/Heraldry), Academic Knowledge
+10%, Speak Language (Kislevite), Speak (Law), Blather, Charm +10%, Command,
Language (Reikspiel), Speak Language (Tilean). Common Knowledge (Empire) +10%, Evaluate,
Talents: Disarm, Lightening Parry, Menacing, Gossip +20%, Haggle, Perception +10%,
Quick Draw, Seasoned Traveller, Specialist Performer (Musician), Read/Write, Ride, Search,
Weapon (Cavalry), Specialist Weapon (Parrying), Speak Language (Breton), Speak Language
Specialist Weapon (Two Handed), Street Fighting, (Reikspiel) +10%.
Strike Mighty Blow, Strike to Injure, Strike to Stun, Talents: Coolheaded, Dealmaker, Etiquette, Luck,
Wrestling. Public Speaking, Savvy, Schemer, Specialist
Weapon (Fencing), Specialist Weapon (Parrying),
A House Divided Suave, Super Numerate.

Talabecland Captain (captain, ex sergeant, ex Helmut Feuerbach (captain, ex sergeant, ex


soldier) duellist, ex courtier, ex noble)
Main Profile Main Profile
WS BS S T Ag Int WP Fel WS BS S T Ag Int WP Fel
62 54 57 54 50 41 43 53 60 56 57 56 47 56 59 63
Secondary Profile Secondary Profile
A W SB TB M Mg IP FP A W SB TB M Mg IP FP

Empire at War 25
3 18 5 5 4 0 0 1 Skills: Academic Knowledge (Strategy/Tactics),
Equipment: Runefang, Mace, Swordbreaker, Command +10%, Common Knowledge (Empire)
Pistol, 10 shots, Bracelet (100 crowns), Earring +10%, Common Knowledge (Kislev), Common
(40 crowns), 104 crowns. Knowledge (Tilea), Dodge Blow +20%, Drive,
Armour: Full Plate Armour (5 all). Heal, Gamble, Gossip, Intimidate, Perception,
Skills: Academic Knowledge (History), Academic Read/Write, Ride, Secret Language (Battle Tongue)
Knowledge (Strategy/Tactics), Animal Care, +10%, Speak Language (Kislevite), Speak
Charm +10%, Command +20%, Common Language (Reikspiel), Speak Language (Tilean).
Knowledge (Border Princes), Common Talents: Disarm, Lightening Parry, Menacing,
Knowledge (Empire) +10%, Common Knowledge Quick Draw, Seasoned Traveller, Specialist
(Tilea), Consume Alcohol, Dodge Blow +20%, Weapon (Cavalry), Specialist Weapon (Parrying),
Evaluate, Gamble +10%, Gossip +10%, Specialist Weapon (Two Handed), Street Fighting,
Intimidate +20%, Perception +20%, Read/Write, Strike Mighty Blow, Strike to Injure, Strike to Stun,
Ride, Secret Language (Battle Tongue), Sleight of Very Resilient, Wrestling.
Hand, Speak Language (Reikspiel), Speak
Language (Tilean). Mayer Feuerbach (duellist, ex pistolier, ex noble)
Talents: Ambidextrous, Dealmaker, Disarm, Main Profile
Etiquette, Quick Draw, Lightening Parry, Luck, WS BS S T Ag Int WP Fel
Master Gunner, Mighty Shot, Night Vision, Public 51 52 37 44 49 46 54 46
Speaking, Savvy, Schemer, Sharpshooter, Secondary Profile
Specialist Weapon (Fencing), Specialist Weapon A W SB TB M Mg IP FP
(Flail), Specialist Weapon (Gunpowder), 2 16 3 4 4 0 0 0
Specialist Weapon (Parrying), Specialist Weapon
Equipment: Sword, Main Gauche, 2 Best
(Two Handed), Strike Mighty Blow, Strike to
Craftmanship Pistols, 10 shot.
Injure, Street Fighting, Suave, Swashbuckler,
Armour: Studded Leather Jacket and Leggings (2
Wrestling.
body/arms/legs)
Skills: Animal Care, Blather, Charm, Command,
A Final Enemy Within Common Knowledge (Empire) +10%, Consume
Alcohol, Dodge Blow +10%, Evaluate, Gamble,
Knights of the Empire (knight, ex sergeant, ex Gossip +10%, Perception +10%, Performer
soldier) (Musician), Read/Write, Ride +10%, Secret Signs
Main Profile (Scout), Sleight of Hand, Speak Language
WS BS S T Ag Int WP Fel (Reikspiel) +10%.
62 49 50 51 51 49 53 51 Talents: Ambidextrous, Disarm, Etiquette, Luck,
Secondary Profile Master Gunner, Mighty Shot, Public Speaking,
A W SB TB M Mg IP FP Quick Draw, Rapid Reload, Savvy, Sharpshooter,
2 16 5 5 4 0 0 0 Specialist Weapon (Fencing), Specialist Weapon
Equipment: Sword. (Gunpowder), Specialist Weapon (Parrying), Strike
Armour: Full Plate Armour (5 all), Shield Mighty Blow, Strike to Injure, Sure Shot,
Skills: Academic Knowledge (Genealogy/Heraldry), Swashbuckler.
Academic Knowledge (Strategy/Tactics), Runefang
Command, Common Knowledge (Empire), (Academic Knowledge: Genealogy/Heraldry, History, or
Common Knowledge (Wasteland), Dodge Blow Runes)
+20%, Drive, Heal, Gamble, Gossip, Intimidate, Best Craftmanship Sword inscribed with the
Perception, Ride, Secret Language (Battle Tongue), Master Rune of Alaric the Mad – all attacks made
Speak Language (Reikspiel). with this weapon ignore all Armour Points.
Talents: Coolheaded, Disarm, Menacing, Quick Runefangs have the Magic Quality.
Draw, Seasoned Traveller, Specialist Weapon
(Cavalry), Specialist Weapon (Flail), Specialist
Weapon (Two Handed), Street Fighting, Strike
Mighty Blow, Strike to Injure, Strike to Stun, Lushtongue (Daemonette of Slaanesh)
Main Profile
Wrestling.
WS BS S T Ag Int WP Fel
Stephan Von Raukov (captain, ex sergeant, ex 44 0 40 37 52 31 40 55
soldier) Secondary Profile
Main Profile A W SB TB M Mg IP FP
WS BS S T Ag Int WP Fel 2 12 4 3(5) 5 0 0 0
65 44 52 61 55 42 43 54 Skills: Charm +20%, Dodge Blow, Gossip +20%,
Secondary Profile Perception, Performer (Dancer), Speak Arcane
A W SB TB M Mg IP FP Language (Daemonic), Speak Language (Breton),
3 18 5 6 4 0 0 0 Speak Language (Dark Tongue), Speak Language
Equipment: Best Craftmanship Sword. (Reikspiel), Torture.
Armour: Full Mail, Breastplate (5 body, 3 Talents: Ambidextrous, Daemonic Aura,
head/arms/legs), Shield Frightening, Natural Weapons, Night Vision, Will
of Iron.

Empire at War 26
Mutations: Animalistic Legs, Pincer Hand (SB, Talents: Acute Hearing, Ambidextrous, Armoured
precise), Irrational Hatred – Elves (Frenzy in the Caster, Contortionist, Daemonic Aura, Dark Lore
presence of Elves, until all leave sight). (Slaanesh), Dark Magic, Etiquette, Excellent
Special Rules: Vision, Frenzy, Keen Senses, Lesser Magic
Aura of Slaanesh: A Daemonette is so seductive (Silence, Tremor), Lightening Parry, Linguistics,
and bewildering that living opponents within 4 Master Orator, Natural Weapons, Night Vision,
yards take a –10% penalty to Weapon Skill and Will Petty Magic (Chaos), Public Speaking, Strike to
Power. Injure, Terrifying, Unstoppable Blows, Will of Iron.
Instability: On a round in which a Daemonette is Mutations: Claws, Extra Limbs – Two Arms, Horns
injured in melee combat, but fails to inflict any (SB-1), Piercing Tongue (4 yards range, SB,
Wounds in return, it must succeed at a Will Power precise), Pincer Hand (SB, precise), Poisonous Bite
Test or be banished back into the Realm of Chaos. (SB-2, precise, if wound T test or suffer D10/2
damage), Scorpion Tail (SB, target must pass
Riploose Sinewthrob – Eu’dair’kwanio (Keeper Toughness Test at –10% or die in TB rounds).
of Secrets of Slaanesh) Special Rules:
Main Profile Aura of Slaanesh: A Keeper of Secrets is so
WS BS S T Ag Int WP Fel seductive and bewildering that living opponents
86 0 77 77 89 89 89 66 within 16 yards take a –10% penalty to Weapon
Secondary Profile Skill and Will Power.
A W SB TB M Mg IP FP Domination: The Keeper of Secrets may attempt to
control a single living creature within 24 yards as a
6 39 7 7(9) 4 0 0 0
full action. This is an opposed Test between the
Armour: Chaos Armour (5 all). Keeper of Secrets Fellowship, and the targets Will
Skills: Academic Knowledge (Daemonology) Power. If successful, the Daemon has complete
+10%, Academic Knowledge (Magic), control over the target, which is permitted another
Channelling, Charm +20%, Command, Common Will Power Test after 1d10 minutes.
Knowledge (Chaos Wastes), Common Knowledge Instability: On a round in which a Daemonette is
(Empire), Common Knowledge (Kislev), injured in melee combat, but fails to inflict any
Common Knowledge (Norsca), Dodge Blow, Wounds in return, it must succeed at a Will Power
Hypnotism +20%, Intimidate +20%, Magical Test or be banished back into the Realm of Chaos.
Sense, Perception, Performer (Actor), Performer Rending Attack: The Keeper of Secrets natural
(Dancer), Read/Write, Search, Speak Arcane weapons are so razor-sharp, they count as having
Language (Daemonic), Speak Arcane Language the Armour Piercing and Impact Qualities.
(Magick), Speak Language (Breton), Speak Soporific Musk: All living creatures within 8 yards
Language (Dark Tongue), Speak Language must succeed a Challenging (-10%) Toughness Test
(Reikspiel), Speak Language (Norscan), Torture or halve their Weapon Skill and Agility
+20%. characteristics for 24 hours.

Appendix A – Careers
Presented here are three new careers to represent the
Empire’s finest – the Knightly Orders of Sigmar, Skills: Academic Knowledge (History), Academic
Morr, and Ulric. Knowledge (Theology), Academic Knowledge
(Strategy/Tactics), Command, Common Knowledge
Templar of the Fiery Heart (Empire or Dwarves), Dodge Blow, Perception,
Ride, Read/Write, Secret Language (Battle Tongue),
This Order of Knights, based in Altdorf, are the Secret Signs (Templar), Speak Language (Reikspiel
foremost of Sigmar’s Templar orders. It is the Order or Khazalid).
of the Fiery Heart who guard the Great Cathedral to Talents: Disarm, Grudge-Born Fury, Specialist
Sigmar, and the Grand Theogonist himself. The Weapon (Cavalry), Specialist Weapon (Two
Knights have a long tradition of sending members to Handed), Stout Hearted, Strike to Injure or Warrior
aid the Dwarves in times of trouble, and many a Born, Sturdy.
Knight has found honourable death in the depths of Trappings: Full Plate Armour, Destrier with Saddle
the Dwarf Holds. Ferocious and zealous, the Order and Harness, Lance, Claymore or Two Handed
possesses a hatred for Greenskins akin to that of the Sword, Holy Symbol of Sigmar.
Dwarves. The commander of the Fiery Hearts is Career Entries: Anointed Priest, Knight, Noble
Cleric Captain Adrian Hoven. Lord, Priest, Sergeant, Squire, Witch Hunter,
Career Exits: Captain, Initiate, Knight of the Inner
Main Profile Circle, Shieldbreaker, Witch Hunter, Zealot.
WS BS S T Ag Int WP Fel
+25 - +15 +20 +15 +5 +15 +15 Templar of the White Wolf
Secondary Profile
A W SB TB M Mg IP FP One of the largest and most powerful knightly
orders, formed by the Templars of Ulric. They are
+1 +5 - - - - - -
all sworn servants of Ulric and their duties in peace

Empire at War 27
time include the provision of the Temple Guard, Templar of the Raven
escorting the high priest on his rare visits to temples
outside the City, and the mounting of honour guards Deathly silent, they are the dark guardians of the
for ceremonial occasions. The Templars have a Empire. Held in mixture of fear and respect by the
reputation for ruthlessness and are generally feared imperial military and the other knightly orders no
and avoided. The members of this order are one can doubt their martial prowess as they
amongst the fiercest and most aggressive of the despatch enemies with silent efficiency. There are
Empire's warriors. Unfortunately their tendency to many dark whispers about the secret rites involved
attack in a frenzy, irrespective of tactical or strategic in becoming a knight of Morr.
considerations, does have its drawbacks. The White An unofficial sect of the Cult of Morr, and which is
Wolves were founded in the city of Middenheim excommunicated by the ‘official’ cult. Despite the
during one of the many Chaos incursions which opposition of the Cult of Morr, the Emperor has
threatened to sweep the whole Empire away. The refused to ban the Order due to its exemplary work
Knights are a fearsome sight, riding out on their in combating evil. The Order are commanded by the
fiery war horses, bareheaded and brandishing huge Tilean former priest of Morr, Bassiano Dutra. Their
warhammers, distaining the traditional Knightly two bases of operations are in Monte Negro near
weapon, the lance. The order has a secondary Remas in Tilea and in the Abbey of St Aethelbert
chapter house, located in the northern city of Kislev. the Vigilant in Siegfriedhof on the border of
Sylvania.
Main Profile
WS BS S T Ag Int WP Fel Main Profile
+30 - +20 +15 +15 +5 +15 +5 WS BS S T Ag Int WP Fel
Secondary Profile +25 +10 +15 +15 +20 +5 +20 -
A W SB TB M Mg IP FP Secondary Profile
+1 +6 - - - - - - A W SB TB M Mg IP FP
+1 +5 - - - - - -
Skills: Academic Knowledge (Theology),
Academic Knowledge (Strategy/Tactics), Skills: Academic Knowledge (Theology),
Command, Common Knowledge (Empire or Academic Knowledge (Necromancy), Common
Kislev), Dodge Blow, Intimidate, Perception, Ride, Knowledge (Empire or Tilea), Dodge Blow,
Read/Write, Secret Language (Battle Tongue), Intimidate, Perception, Ride, Secret Signs
Secret Signs (Templar), Speak Language (Reikspiel (Templar), Scale Sheer Surfaces, Shadowing, Silent
or Kislevite). Move, Speak Language (Reikspiel or Tilean).
Talents: Disarm, Fearless, Frenzy, Menacing, Talents: Fleet Footed, Specialist Weapon (Cavalry),
Specialist Weapon (Two Handed or White Wolf Specialist Weapon (Crossbow), Stout Hearted,
Hammer), Strike Mighty Blow, Strike to Injure. Strong Minded, Strike to Injure or Mighty Shot,
Trappings: Full Mail Armour, Breastplate, Plate Unsettling.
Bracers, Plate Greaves, Destrier with Saddle and Trappings: Full Plate Armour, Destrier with Saddle
Harness, Two Handed Hammer or White Wolf and Harness, Lance, Crossbow Pistol or Repeater
Hammer, Holy Symbol of Ulric, Pelt from Wolf Crossbow and 10 bolts, Holy Symbol of Morr, 3
killed by self. Wooden Stakes.
Career Entries: Anointed Priest, Knight, Priest, Career Entries: Anointed Priest, Knight, Priest,
Sergeant, Squire, Zealot (Wolf Kin). Squire, Vampire Hunter,
Career Exits: Captain, Champion, Initiate, Knight Career Exits: Captain, Initiate, Knight of the Inner
of the Inner Circle, Zealot (Wolf Kin). Circle, Vampire Hunter.

Empire at War 28

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